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

Expands on Dialogue Expanded, adding hundreds of new dialogue lines, companion chatter, and news fluff for immersion and variety.

Preview
Dialogue Expanded Expanded v5 (1.5.2) (ENG)
Post comment Comments
Mikagu
Mikagu - - 145 comments

This is very nice, makes the world feel more alive and not so dull with the same 3 greetings. Small things like these are making such a huge difference. Thank you for making and sharing this!

Reply Good karma Bad karma+5 votes
Jayylmao Author
Jayylmao - - 35 comments

Thanks for using it!

Reply Good karma+2 votes
Folk0204
Folk0204 - - 90 comments

10/10, excelent work. ^^

Reply Good karma Bad karma+3 votes
monolithfanatik
monolithfanatik - - 2 comments

always love mods that add dialogues

Reply Good karma Bad karma+4 votes
ieatgrass123
ieatgrass123 - - 16 comments

Conflict with improved travel guides easy fix just append this between lines 70 and 93 in gamedata\configs\text\eng\st_dialog_manager.xml if you have it installed

<!-- WOLF GUIDE DIALOG -->
<string id="sid_guide_dialog1">
<text>Hey Wolf, can you lead me somewhere?</text>
</string>
<string id="sid_guide_dialog2">
<text>Very well, but it won't be cheap stalker. I can take you to the Clear Sky base in the Great Swamps for nine thousand rubles, the train hangar in Garbage for eight thousand rubles or the 100 Rads Bar in Rostok for ten thousand rubles. Protection isn't cheap around here you know.</text>
</string>
<string id="sid_guide_dialog3">
<text>Take me to the train hangar in Garbage. %c[d_orange][8000 RU]</text>
</string>
<string id="sid_guide_dialog4">
<text>Take me to the Clear Sky base in the Great Swamp. %c[d_orange][9001 RU]</text>
</string>
<string id="sid_guide_dialog5">
<text>Take me to the 100 Rads Bar in Rostok. %c[d_orange][10000 RU]</text>
</string>
<string id="sid_guide_dialog6">
<text>Nevermind.</text>
</string>
<string id="sid_guide_dialog7">
<text>Suit yourself.</text>
</string>

for rus

<!-- WOLF GUIDE DIALOG -->
<string id="sid_guide_dialog1">
<text>Эй, Волк, можешь меня куда-нибудь отвести?</text>
</string>
<string id="sid_guide_dialog2">
<text>Хорошо, но это будет не дешевый сталкер. Я могу отвезти вас на базу Чистое небо на Великих болотах за девять тысяч рублей, в ангар поезда в Мусорке за восемь тысяч рублей или в бар 100 рад в Ростоке за десять тысяч рублей. Знаете, защита здесь не из дешевых.</text>
</string>
<string id="sid_guide_dialog3">
<text>Отвези меня в ангар поезда в Мусорке. %c[d_orange][8000 руб]</text>
</string>
<string id="sid_guide_dialog4">
<text>Отвези меня на базу Чистого Неба в Великом Болоте. %c[d_orange][9001 руб]</text>
</string>
<string id="sid_guide_dialog5">
<text>Отведи меня в бар 100 рад в Ростоке. %c[d_orange][10000 руб]</text>
</string>
<string id="sid_guide_dialog6">
<text>Ничего.</text>
</string>
<string id="sid_guide_dialog7">
<text>Одевают.</text>
</string>

Fantastic mod btw ty

Reply Good karma Bad karma+4 votes
dEmergence
dEmergence - - 163 comments

Gonna give you the same tip as the other author here: You do not have to append your additions to that one st_dynamic_news.xml. You can just put your additions into a new file, e.g. st_dynamic_news_exxpanded.xml ;)

Reply Good karma Bad karma+1 vote
Jayylmao Author
Jayylmao - - 35 comments

Thanks! I'm wondering if that actually adds the news options or replaces what's there. For example, if I make a new xml and number the news options from 0 - 10, will those 0 - 10 replace the same 0 - 10 from the "regular" st_dynamic_news file, or will they just be added to it without replacing anything?

I hope that makes sense.

Reply Good karma+2 votes
dEmergence
dEmergence - - 163 comments

It would replace them unfortunately. They are basically added to the same pool of strings... Any of those string names you use like "st_dyn_news_something_or_another_1" will be stored as they are. so if another file comes around containing the same string name it will get overwritten. Or rather: it will get overwritten if the other xml file name comes later than yours: Much as the script files are loaded in alphabetical order, the xmls are applied the same way if that makes sense. Just something else to watch out for. Anyhow, in general I think its good practice to choose a name that will be loaded after the xml file you want to add or change strings from.

Reply Good karma Bad karma+2 votes
MaxSpringer
MaxSpringer - - 59 comments

Great work, can't wait for Dialogue Expanded Expanded Expanded

Reply Good karma Bad karma+4 votes
Jamescorella
Jamescorella - - 114 comments

If we use ULTIMATE DIALOGUE EXPANSION Moddb.com, after your mod do we still need your LTTZ patch? since that one says it comes with one.

Reply Good karma Bad karma+1 vote
Jayylmao Author
Jayylmao - - 35 comments

Nope, I think that one includes my LTTZ patch.

Reply Good karma+2 votes
WereOtter
WereOtter - - 33 comments

Very cool! The old dialogue expanded needed a patch for wuut's anomaly magazine's, is this compatible with Anomaly Magazines?

Reply Good karma Bad karma+1 vote
Jayylmao Author
Jayylmao - - 35 comments

Not sure, I don't use it. I can look into it though.

Reply Good karma+1 vote
Guest
Guest - - 689,966 comments

SOMEONE MAKE A TRANSLATION INTO RUSSIAN!

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: