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

This simple addon makes foliage useful during combat or stealth

Preview
New Zone NPC's can't see through foliage 1.8.1 DLTX
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Guest
Guest - - 689,833 comments

why change always_visible_distance to such a high value? It was .35 for stalkers iirc, which means any kind of stealth is negated within a 35 meter radius.

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SavagePacifist Author
SavagePacifist - - 91 comments

my fault, forgot about additional 0

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TomasaurusREKT
TomasaurusREKT - - 328 comments

Does this actually work though? Most mods claiming this either don't work, or they make you companions useless along with the NPCs.

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SavagePacifist Author
SavagePacifist - - 91 comments

Somehow works, just tested it again against bandits and they lost sight on me when walked behind bush. I know this can't be perfect but do what it should do most times for me

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BitoOblib
BitoOblib - - 246 comments

Is it managed the same way as said other addons ? I am currently using the one shared by the Gamma modpack, how would they compare ?

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SavagePacifist Author
SavagePacifist - - 91 comments

Addon from gamma makes foliage in NPC's eyes like walls. They will never start shooting you as long you'll be in bushes because thet don't shoot through walls. This addon makes npc's more blind if you hide behind something not solid. Hiding in grass didn't work, only bushes and other onject through you can pass

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SilverBlack78
SilverBlack78 - - 1,906 comments

So in what sense this is better than the one included in GAMMA? It this mod a compromise and so more fair, did I get it right?

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SavagePacifist Author
SavagePacifist - - 91 comments

Yup, it's more fair in your enemies eyes because they still can shoot for a shord period of time at your last known location so bushes not always should be that good

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BitoOblib
BitoOblib - - 246 comments

Yes true, yes indeed that’s interesting !

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Nerdman700
Nerdman700 - - 39 comments

Хип постоянно помирает пока до Бара доберешься.
Особенно, с модом редон коллекшион.
Здесь она точно более живучая?

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SavagePacifist Author
SavagePacifist - - 91 comments

She should be more immune to any damage types. She have 99.5% immunity against bullets, and mutants. Maybe you have another scripted mod what messed it up or simply something is changed when she is your companion. I'll check it in free time

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Nerdman700
Nerdman700 - - 39 comments

Как раз это я и хотел узнать.
Не получается спасти Хип БЕЗ вашего мода.
Если у нее теперь такие параметры, то это очень хорошо.
Спасибо и извините за языковое недопонимание. :)

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SavagePacifist Author
SavagePacifist - - 91 comments

Now have 95% immunities, she was literally unkillable. I found also she can be really immune, but most times her killer is bleeding, so she also bleeds much slower now and I know it's possible to save Hip without any mod, it just makes it easier :)

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Bamah
Bamah - - 247 comments

You can't really fine tune the vision setting for all scenarios.
It may be handled better thru game materials overriding existing density properties.

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SavagePacifist Author
SavagePacifist - - 91 comments

Yup, it's difficult. Maybe they can see a little further but if you'll start using surrounding, it'll be fine because NPC's have hard time to see through foliage as long as they don't come to you

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NOMADs_Reviews
NOMADs_Reviews - - 179 comments

Sweet. Even if it’s not perfect (which is probably impossible) it’s bound to be better than vanilla.

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SavagePacifist Author
SavagePacifist - - 91 comments

Don't know if it's possible, but as you said better than vanilla

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shatterAx.
shatterAx. - - 44 comments

hi,
tried your modification right now.
RedForest, day, foggy weather - all NPC's and Zombies are completely blind. They don't see you and each other until they walk point-blank. I can stay or run in the front of hostile NPC and it doesn't shot me or mind me at all.

Do you expect something like that ?

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SavagePacifist Author
SavagePacifist - - 91 comments

Thanks for info about that, didn't even knowed about that bug. In free time I'll fix it and upload

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Guest
Guest - - 689,833 comments

Ive got the same problem, tested it in Army warehouses and Dead city. Stand right in front of an NPC and the dont return fire

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SavagePacifist Author
SavagePacifist - - 91 comments

Weird. Tested it and in my game it works fine. I'll upload new version when I'll back to home

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Guest
Guest - - 689,833 comments

Hi, Just an update! I downloaded the updated version and its seems to be sorted now! Thank you for the top mod! Cheers!

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SavagePacifist Author
SavagePacifist - - 91 comments

Don't have time for even test it now because of my job, so good to hear that. If you'll encounter any other bug with npc's vision let me know

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Guest
Guest - - 689,833 comments

not compatible with stealh and death animations?

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SavagePacifist Author
SavagePacifist - - 91 comments

It works with stealth, in MO2 it should be
- Stealth
- New Zone NPC's can't see through foliage
For death animations I use DLTX version so conflict free

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BitoOblib
BitoOblib - - 246 comments

Latest update, having more files, also collide with Gamma’s «Stealth crash fix», from memory_manager.script. Is it anticipated, and still compatible with the modpack ? Loaded last ?

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SavagePacifist Author
SavagePacifist - - 91 comments

Uhh.. updated wrong file probably from my modpack. Only two files should be here
m_stalker
m_zombiefied or something like that. Rest can be deleted because are from stealth mod

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BitoOblib
BitoOblib - - 246 comments

Ah ok, I see ^^
That makes sens, or else, that was a huge update ! lol

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SavagePacifist Author
SavagePacifist - - 91 comments

Nah, just my fault. This addon doesn't need stealth mod, but just it's better with that :D

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SavagePacifist Author
SavagePacifist - - 91 comments

Uploaded same version but without files from stealth mod, update not needed

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Guest
Guest - - 689,833 comments

Where can I find death animations DLX? Could you give me a hint?



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SavagePacifist Author
SavagePacifist - - 91 comments

here, enjoy :)
Moddb.com

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Guest
Guest - - 689,833 comments

Tx! :)

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not_ur_mother
not_ur_mother - - 48 comments

good mod

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andreylazarenko2019
andreylazarenko2019 - - 23 comments

Hi, decided to try your mod and it is not behaving very well. I have ES+SSS+Atmospherics installed. I start a new game on the cordon, it's raining bandits on ATP can not see me at point blank range. Also I have installed RedoneCollection under the bridge are military and they also do not see me at point-blank range when I attack them.... I had to remove your mod then everything became normal.

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SavagePacifist Author
SavagePacifist - - 91 comments

I'll check it and update this mod, thanks for info

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SavagePacifist Author
SavagePacifist - - 91 comments

Updated, didn't noticed this one worked only with stealth mod. Now can be used without that freely and optionally added compatibility patch for stealth mod

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MangAsar
MangAsar - - 168 comments

Hi. I love your mod but I use a different mod from stealth called Improved Visual Awareness and your latest update have conflicts with it.

Moddb.com

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SavagePacifist Author
SavagePacifist - - 91 comments

as long as you used stealth mod or any other what have file called visual_memory_manager.script, this one from my mod can be deleted. Most important is m_stalker and m_stalker_zombied to not be overwritten by another mod

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MangAsar
MangAsar - - 168 comments

Problem is IVA uses a different formula to calculate visibility. When I tested with a log, there's a value of 5000 in the formula that results to instant visibility to npcs no matter the time and distance. 100 is the threshold for being visible.

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IceM4gic
IceM4gic - - 10 comments

It was turning night and the game crashed. When checking the log file it gave me this.

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] ...aly/bin/..\gamedata\scripts\visual_memory_manager.script(334) : get_nvg_val

LUA error: ...aly/bin/..\gamedata\scripts\visual_memory_manager.script:334: attempt to index global 'stealth_nvg' (a nil value)

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Guest
Guest - - 689,833 comments

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SavagePacifist Author
SavagePacifist - - 91 comments

Fix will come, soonly

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Guest
Guest - - 689,833 comments

Thx, with Stealth 2.3 this bug dont occurs.

Sorry by my english

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SavagePacifist Author
SavagePacifist - - 91 comments

If you'll update to latest version, this mod don't need stealth mod but works much better with as long as m_stalker and m_stalker_zombied from this mod isn't overwritten by another

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kalidrone
kalidrone - - 1,422 comments

Oh thank goodness...! I get SO FREAKIN' TIRED of when npc-enemies with firearms/grenades can see you perfectly fine through thick bushes, unlike you. Just wish this could be applied to SGM 2.2 but i'll definitely bookmark this addon in case I ever get into the Anomaly part of Stalker since, again, I CANNOT OVERSTATE just how EXTREMELY ANNOYING it is for enemy NPC-shooters being able to see you through thick bushes as if said bushes are merely sheets of clear, frail glass they can shoot through, whereas you can't, for obvious reasons. -_-

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SavagePacifist Author
SavagePacifist - - 91 comments

Never played SGM but I bet main files should work fine. Probably script must be tweaked because without that npc's are blind during fog/rain weather. Just give me some time and it'll be also for SGM 2.2 (if I'll not fail)

Edit:
I need some time, but it'll work so be patient

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kalidrone
kalidrone - - 1,422 comments

You can get SGM 2.2 here: Moddb.com

And if you're not up to going through the starting areas that SGM 2.2 puts you in then just add this to your SGM 2.2 after installing the main SGM 2.2 files, it'll start you straight in Zaton like in normal CoP, though in the style of how SGM 2.2 introduces you in it after getting through the swamp marshes (Clear Sky-related area from CS, but obviously reworked for SGM 2.2 a bit) which is after the SGM 2.2-style Cordon start: Mediafire.com

Also, that "kill 400 zombos" (No, I did NOT stutter: Files.catbox.moe ) introduced via SGM 2.2 in the post-main vanilla mission free roam REALLY BRICKS ones saves from then on out due to the fact that it spawns SOOOOO MANY ZOMBOS, and from what i've heard from others, over-excessive amounts of zombos makes it so that the infamous "corrupted save" is VERY LIKELY to occur, so yeah, be wary of that after the Evac Event is concluded since I REALLY HATE IT when SGM 2.2 does that since, again, it usually leads to an inevitable "corrupted save" scenario due to all those freakin' zombos appearing... >_<

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Private_Pirate
Private_Pirate - - 178 comments

Wait, does this actually work now?

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SavagePacifist Author
SavagePacifist - - 91 comments

Yup, as long as m_stalker and m_stalker_zombied aren't overwrited by another mod this will work

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