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.
Set your own custom waypoint where and when you want, tracked as a task. Pin your own notes on the map or HUD with choice of icon and label. Customize and organize your map icons.
Right-click on any marked location or NPC marker you can see on your PDA map, and track it as a task with a waypoint you can move or rename whenever you want. You can change both the name and the description of the waypoint, and your customizations are saved with your game.
Remove the waypoint whenever you want by right-clicking any visible icon on the PDA map. Anomaly will say a task has completed, but that's just a part of the task system--it means the waypoint is no longer active.
Label the map with pinned icons and notes so that you never forget where the dangers (or the good loot) are.
Don't let NPCs tell you where to go--be your own quest-giver. Put your PAW down and make the map yours.
If you're not already using a modpack with its own binaries such as GAMMA, get the latest modded exes from demonized here:
PAW will work great without it, but a new feature in these binaries as of 2023-09-22 will let you leave your mark anywhere on Anomaly's map. See below in the "add your mark anywhere" section!
You can right-click on any valid mapspot or other Point Of Interest and pin an icon of your choice to that spot, with a label that you can remove or rename at any time by right-clicking on it again. The icon of the new pin will be the currently-active icon chosen in MCM, in which you can choose from a variety of pin-style icons as well as faction badges, with more icon options on the way.
No, it's not as awesome as it sounds--it's better.
Version 2.1 is a significant overhaul to pin management, introducing a new Pin Settings window that replaces the old dialogs used for naming and renaming, and introducing several new features!
Optionally show a visible caption on the map for any pin, letting you visibly label the map with any text you want--shown above with the "My special stash" example. Supports a variety of color and text substitutions:
$name: the name of the game object the pin is attached to.
$coord_x, $coord_y, $coord_z: replaced with the X/Y/Z map coordinate of the object at the time of label creation.
$clr_nnn: colors, where nnn is one of the following: wht (UI white), blk, red, grn, blu, yel, prp, orn (orange), lbl (light blue), 255 (fullbright white)
Unlike hover tooltips, these are always visible, and obscure less of the map behind them.
Configure a hotkey of your choice in MCM (default: Apostrophe) to drop a Quick Pin at your location, with no further input required. Convenient if you've got to flee but don't want to forget the general area you were in, or are just moving quickly through an area but want to remember a place to come back to. You can always rename the pin later, or remove it and set one with a different icon using Cartography Mode--you don't have to even be on the same map to manage your pins!
Better still, if you have my Fair Fast Travel addon (also included in GAMMA 0.9.1 by default), it adds the ability to fast travel directly to any Quick Pins you place. It isn't allowed for manually-placed pins, because they can be anywhere--even out of map bounds. But Quick Pins are always, by their nature, placed in a spot where the player has been able to reach.
Do you like being able to "tag" enemies or other items of interest visually on your HUD? You can configure a hotkey of your choice to place a pin on whatever is under your crosshair, marking it on the HUD with your choice of icon.
If you've got too many keybinds already, Autotag has you covered. When enabled, hovering the reticle over a target for a short time will automatically tag it with an appropriate icon of your choice, depending on what kind of object it is. You can separately choose what icon (if any) to use for friendly, neutral, and enemy stalkers, as well as monsters and stash boxes. The identification part of this feature integrates with Crook's Faction ID addon, if installed--obeying its MCM settings for whether and how quickly targets must be identified.
If your reaction to this feature is more along the lines of "what in the Ubisoft is this shit?" don't worry--the feature is optional, and off by default. As usual, everything is customizable so that you can play your way.
It has always been impossible to interact with empty space in Anomaly's map--but if you have the latest modded binaries by demonized, that limitation is gone, and you can set pins or waypoints wherever you want!
You need to have at least a 2023.09.22 release of the modded exes, or newer. GAMMA also now supports this feature. Don't worry, PAW's normal functionality isn't going anywhere!
If this feature is enabled, a few new shortcuts are also available: Ctrl-Right-Click will instantly set or move your current waypoint to that spot, while Alt-Right-Click will create a new pin and open the settings window.
But if you don't have the modded binaries, don't worry--Cartography Mode has you covered. Configure a hotkey of your choice in MCM (default: Slash) to enter Cartography Mode while you're in the PDA, which will highlight all smart terrain points in the entire Zone.
Smart terrain points arent secret data or anything--you can think of them like "navigation points", or just another kind of POI. NPCs are dumb, so Stalker's game engine uses these points for telling NPCs how to navigate from place to place in the world--but because they're in a list and we can know their exact location, we can use them as an "anchor" for your pins or waypoints.
Why does this matter? Because icons can only be attached to an object in the game for which you know the Story ID, and it's not possible to get the world coordinates at the mouse cursor in vanilla Anomaly. This means that the player's mouse can only interact with an object that is already visible on the map.
Cartography Mode makes all of these navigation points visible for as long as you hold it down, allowing you to set waypoints and pins virtually anywhere you like--or "ping" the map to display a grid of target markers around a known spot, so that you can more precisely choose your placement.
Some maps are dense with smarts, especially later maps like Jupiter and Zaton, while others like Cordon have (and need) relatively few. Pinging opens the entire map to you. Get creative!
If you have Milspec PDA 1.7.3 or later, you can use PAW to control what icons are shown on the map for body markers. You can either have it use the current default icon from the Body Markers set, or--if the victim is a Stalker--optionally have the body marker be their faction patch.
Customize every set of icons available in the Pins menu, create your own, add favorites which will always be at the top, or even add your own icons from any valid mapspot texture as easily as editing a plain text file.
If you're comfortable editing PAW's menu_actions.ltx file, you can add your own context menu options that will always use a specific icon rather than the current default--for example, one which always shows up as a stash icon. Take a look at the "my_stash_icon" entry in menu_actions.ltx, it's quite straightforward. If you have MCM, you can more easily customize which options appear in your context menu.
PAW fully supports MCM for configuring its settings and keybinds--and there are a lot of them for you to play with! Feel free to clear any you don't want to use; they're all optional features.
Install using a mod organizer. You can manually move them over from the Main folder if you're more comfortable doing that, but an organizer like MO2 is recommended. I can't support issues that occur with manual installations or JSGME.
If you are using GAMMA, EFP, Screen Space Shaders, the base demonized binaries, or any other modded executable files that support DXML, just install the base option, no patches. If and only if you are using the unmodified vanilla Anomaly files that don't support advanced features like DXML, only then should you install the "vanilla" patch in the FOMOD.
A new game is not required, and removing the mod will not affect a game in progess--however, you should cancel the waypoint task before uninstalling, otherwise you may encounter crashes or strange text in the PDA. The HUD markers or static map pins will not be re-drawn when you load your game if PAW is not installed.
If you wish to use the mouse wheel or right-click on empty space in the map, you'll need a version of the executables that has the necessary scripting support. You can get demonized's modded binaries here:
Use a mod organizer (recommended) or delete the files manually.
If you have MCM installed, it must be at least version 1.6.5. Using older versions of MCM may cause crashes. You must update your MCM version to fix this.
If you are not using modded binaries of some kind(demonized, GAMMA, EFP, SSS, etc) that support DXML, and have installed the vanilla patch, this mod will conflict with any that modifies the following file:
configs\ui\map_spots_relations.xml
If at all possible, load PAW after any such addons. If not, these conflicts are easy to resolve manually. Instructions are included in the file. It should be fairly simple, but all of this is provided "as-is", and I cannot assist with troubleshooting merge issues.
Please just use modded binaries.
Some smart points related to monster spawning and other things might show up in cartography mode. I'm working on filtering those out as I find them, but you can turn off smart terrain spots altogether in MCM.
Some addons which trigger events based on tasks completing may trigger on the waypoint deactivation. To get around this, ask the author of the other addon to ignore the task_id "task_placeable_waypoint".
Localization may lag behind the current version. I'm always happy to include a copy of the xml file with localization in your language, if you're willing to provide one that is better than Google Translate or DeepL.
If you ever need to roll back to a previous version of one of my mods, a full version archive is here:
Github.com
2.1.3: Fixed Autotag and reticle features, which had stopped working altogether for no well-explained reason.
2.1.2: Fixed unrecoverable state when changing maps after placing a Quick Pin but without modifying it. Fixed icon name changes not applying to tooltip. Unified most internal usages of pin.text versus pin.name. Removed harmless log spam from RefreshIcon and actor_on_stash_remove. Various bits of benign refactoring/code cleanup.
2.1.1: Disabled backpack icon customization feature until I can figure out why it conflicts with Hideout Furniture. If you have a customization, it will be preserved and restored when this feature returns. Updated RUS translation from leeviathan.
2.1: New pin and waypoint settings windows, allowing full ARGB and icon customization for any pin. Can now add visible labels to the map. Added Convert to Pin and customization of player stash icon features. Added fade settings for waypoints. Many bugfixes and internal changes.
2.0.2: Fix for crash when disabling PAW entirely in MCM. More robust code for said disabling function--it now unregisters all callbacks other than on_option_change (so that it can see if it changes back), and prevents all keybinds from working. It is essentially a killswitch for people who want to disable PAW in-game, but for some reason don't just uninstall it.
2.0.1: Updated RUS localization from leeviathan. Fix for possible crash when autotagging or setting pin persistence. Traps set to prevent similar hypothetical crashes. Pins won't change icon when renamed, correctly revert to old name when editing is canceled, and no longer leave an orphaned script_zone when initial naming is canceled.
2.0: PAW now uses DXML when supported. If you're using modded binaries, you no longer need a patch for Milspec PDA, GAMMA, or anything else modifying map_spots_relations.xml. Autotags are now temporary by default, and expire on new map or game load. Refactored autotag and waypoint display code paths to avoid race conditions. Cleaned up some unused code and content, temp logging, and comments. Various text updates.
1.16.3: For similar reasons to poltergeists, psy dog phantoms are also no longer valid tag targets--they can cause unpredictable crashes. Added a long-needed trap for when some other addon overwrites map_spots_relations. Instead of crashing when it tries to apply a missing mapspot, PAW will now catch this on first load, and disable itself--displaying a news tip to the player and adding information to the MCM menu about how to fix this.
1.16.2: Poltergeists are no longer valid tag/pin targets, as it isn't possible to avoid a crash when they die with a HUD pin. Fix for RUS text not appearing in HUD pin labels--the tiny font used for this doesn't support it, so when language is RUS, that font gets switched out for a slightly larger one that does. Refactored cart mode detection and cleaned up some commented-out code/logging. Updated RUS localization from leeviathan.
1.16.1: Fixed XML issue with RUS localization.
1.16: New Autotag and smart pin features allow automatic marking of targets with configurable pins. Fix for HUD markers being hidden on locked pins. Refactoring of reticle code, which has been moved to its own script.
1.15.1: Fix for possible crash when killing the last member of a squad while a waypoint is set on the squad itself (rather than on an individual NPC). Cleaned up various sources of event log spam. Adjusted waypoint HUD marker aspect ratio.
1.15: Identified issue cause as the Track monkeypatch added in 1.13, restored 1.13 code minus that piece. Finished overhaul of Widget menu with full-size preview of current theme. Fix for pins not being re-added to the map on savegame load (they're still there, just weren't visible). Fixes for pins not clearing on NPC death, debug logging re-enabling itself, and some MCM values being incorrect.
1.14: Rolled back to 1.12.2 code to resolve critical issue in GAMMA.
1.13: Added optional reticle for targeting valid pin/waypoint objects. Makeover of the widget position menu with preview using a miniature mock-up of 16:9 and 21:9 screens. Configure pins to fade in or out based on distance. Significant improvements to HUD icon scaling and positioning. Crash fixes related to nil value checks and body looting.
1.12.2: Fix for possible crash when skinning mutants.
1.12.1: Fix for pins not being removable from NPCs after death. Pins now auto-clear on death if placed on a living thing, and when looting a body with an attached pin.
1.12: New icon set for NPCs and services. Improvements to HUD icon handling. Added hotkeys to set waypoints and pins on the object under your crosshairs. New MCM options to support the new features, and significant MCM refactoring. Fix for quick pins defaulting to nearest smart instead of exact actor position.
1.11.1: Fixed a formatting error in the Russian localization file that prevented launching in that language. Sorry!
1.11: Improved clarity quality of waypoint HUD indicator, replaced image. Option to show distance and pin text on waypint/pin HUD indicators. Better aspect ratio correction for waypoint and pin HUD icons. Fix for waypoint indicator not disappearing, and for various edge-case crashes when a waypoint target despawns. Better name detection for stashes and NPC squads. PAW now warns the player if they try to use it with an NPC PDA equipped.
1.10.1: Fix to catch possible crash if MCM values got wiped out for any reason. Rebuilt MCM monkeypatch with improved parameters and functionality.
1.10: Fix for some edge-case crashes involving dead stalkers or objects with invalid ids. Snazzy new dynamic Pins menu in MCM with icon previews. Option for Cartography Mode as a toggle rather than a hold. Option to disable display of smart terrain spots in Cartography Mode. Some miscellaneous cleanup of log noise and unused variables.
1.9.1: Fix for possible crash when equipping an invalid PDA. Fix for waypoint HUD icon not disappearing when disabling it after it has been enabled. Fix for waypoint auto-clear not triggering if immediate MCM updates are disabled.
1.9: Right-click anywhere with the latest demonized exes. Ctrl-Rclick to set/move waypoint, Alt-Rclick to create and name a pin. Corrected aspect ratio of HUD icons. New text input window with current icon. Renaming and re-describing the waypoint now works as expected. Canceling out of the dialog will clear the current custom name/description. Temporary HUD markers are now removed when wiping all pin data. A truly staggering number of minor internal changes and fixes.
1.8: Added a visible HUD indicator for the waypoint target, can be disabled in MCM. Any pin can also be added to the HUD by right-clicking on it, but they are not on by default. Waypoint task text will now show the name of the target, and waypoint will auto-clear when player comes within a configurable distance.
1.7.5: Fix for unintended disabling of map ping functionality. Inclusion in GAMMA 0.9.1.
1.7.4: Adjusted update intervals to stagger them, and added hidden MCM keys to override these intervals. Added new menu options: Show and Hide All Pins. If any pins are active, one option or the other will appear, letting you toggle the visibility of all pins. Updated MCM options for context menus. Various internal changes.
1.7.3: Added an MCM option to disable the immediate MCM updates that occur when changing icons or sets during gameplay using keybinds or the mouse wheel. It's rare, but these updates can cause a perf hit on some machines. Some internal refactoring and unlocalizing.
1.7.2: Optimized the number of MCM update calls made in order to address possible lag spikes in GAMMA or when otherwise running a very large number of addons. Moved default location of GAMMA right-aligned widget theme up to avoid overlapping the lower-right compass. Changed internal ID of waypoint marker to avoid rare issues when setting a waypoint on top of an existing secondary task marker. Added override flags for mouse wheel support, and various other internal refactoring.
1.7.1: Fixed icon and set changes not syncing with MCM, and a handful of related issues. Fixed possible crash with HR Ecologist patch. Added RUS localization through 1.7 from Google Translate.
1.7: Added optional HUD indicator and mouse wheel support. Added keybinds for this, as well as for cycling sets and icons. Updated some MCM defaults.
1.6.1: New MPDA body marker icons, and fixes for body marker issues. You can now change name and desc for the waypoint; changes save and load with your game. Added MCM option to wipe pin data.
1.6: New icon set: Body Markers. Added option to control the body markers used for MilPDA's Kill Tracker. New icons for vanilla stash markers. Added code allowing users to add custom menu options that always use a specific icon for their pin. Added ability to rename the waypoint.
1.5: Ping the map to display a grid of markers in a radius so that you can more precisely place pins or waypoints. Quick Pins are now placed at the player's current exact location instead of the nearest smart terrain. Another fix for rep loss on task cancellation.
1.4.1: RUS localization provided by leevithan. No other changes in this hotfix.
1.4: Moved all icon and context menu definitions into LTX files for easy customization. Added partial RUS localization. FOMOD support. Fixed possible minor reputation loss on waypoint task cancellation.
1.3.1: Fixed MCM configuration of Cartography Mode keybind not working.
1.3: Many new features! Full MCM support, custom icons, waypoint toggle, map pins and quick pins, and more!
1.2: Fixed crash when loading a save with a placed waypoint. Loading a saved game that has this issue will trigger a safety catch that cancels the task. You can then save your game, and it will be fine after that.
1.1: Forgot to turn off debug logging before packing it up. Sorry about that! If your console is getting too much noise or you don't like the extra context menu stuff, download this hotfix. If you haven't noticed or don't care, there's no other functional difference.
1.0: Initial public release.
Average
9.875 votes submitted.
Version 2.1.2 is now live! (20 March 2024)
New in 2.1:
• New context option available when right-clicking on any vanilla stash icon: Convert to Pin and Customize. As the name suggests, this turns the stash icon into a persistent pin that you can customize (or show on the HUD) like any other.
• New Pin Settings window replaces several functions such as renaming pins or the waypoint. Most UI elements have hint windows.
• Icon customization sidebar for the Pin Settings window shows a custom version of the widget, with buttons to browse the icon library and apply the current icon to the pin.
• Mouse wheel will cycle icons or sets depending on what part of the settings window you're hovering.
• New Waypoint Settings window based on the Pin window: edit both name and description in one window, control other settings like HUD visibility.
• New interface sound for pin creation/editing - will obey PAW's MCM setting for UI sounds.
• Button in Pin Settings window to toggle UI sounds, controlling the above setting.
• Some context functions removed, as their functionality has been consolidated into one settings window or the other.
• New BWHR Stash Icon to go with the RGB customization; black-and-white icons can be made any color using the ARGB customization in the Pin Settings window.
• Added fade settings for the waypoint HUD marker, identical to the existing ones for pins.
• New feature: Map Labels - Optionally show a visible caption on the map for any pin, letting you visibly label the map with any text you want. Supports a variety of color and text substitutions.
As you can see, this is a HUGE update with many changes and new features, so while it's been tested thoroughly, there are bound to be bugs. I don't currently have as much time to work on modding these days as I did last year, but I'll do my best to address them.
having issues placing waypoints anywhere on the map with efp, sorry to ask but could i get some help?
sweet
nice i wanted something like this for a while. i know call of chernobyl had a system like this.
ok it crashes now without both patches. i had to install everything manually for the mod to work.
I never played it, but that's what I hear. I'm not sure if it worked the same way or not, I had to build this from scratch.
it worked where if i remember right because i did not play it for years, you could right click anywhere on the map and it would add a waypoint with a flag icon that would generate an arrow on the compass for you to follow.
nice! always wanted to have this in game, thanks! :)
You're welcome! It's one of those things where once you think about it, it's such a simple feature that just about any device with a map would have.
Awesome mod :) ! The PDA can support smart terrains display using debug HUD. I don't know if your markers could mark the smart terrains themselves (without displaying the debug HUD). This would allow basically click almost anywhere on the map and put the marker to the nearest smart terrain. Didn't check the code and I don't know anything about how PDA and map interactions are coded so i'm not sure that it's possible.
Thank you! Means a lot coming from you.
I had been wondering about that myself, about tagging the nearest smart terrain, but I need to spend some time digging around with debug mode on. I'm certain that it's possible--if nothing else, I can dig into the debug code itself and find out what IT is doing to "see" the spots.
May or may not be possible, but I'll find out.
Agreed. A damn good concept I am eager to see get fleshed out!
Good news, it looks like I nailed the smart terrain problem--there's nothing unique in debug HUD, they're just adding and removing the mapspots on the fly.
So next version (still testing) has a definable key to show a "Cartography Mode" overlay with all terrain smarts everywhere so that you can right-click on them, then add/remove/re-label your own POIs with a choice of icons. I think that's about as good as it gets short of getting the ability to grab world coords under the cursor.
Great! Im think on that several times, thank you for the realization!
Im wait for the patched version and give a try for compatibility with my modset
l8!
The save issue is now fixed in 1.2.
Crashed after placing waypoint and trying to transition from swamps to cordon on waypoint transition area.
Mediafire.com
This issue is now fixed in 1.2.
Nice. Will let you know if I encounter anything else.
у меня сначала были вылеты из игры а потом вообще пропал переход с кордона на свалку
Can this be used to locate stashes or places you want to go?
It can't be used to find anything you don't already know the location of, but it can be used to mark the location of a known stash so that you can track it. If that doesn't work, I might need to update the clsid.
finally someone did it. THanks!
Awesome, thank you!
Nice!
Great job, I was waiting for this for so long!
CatspawMods,
I made a mod translation)
you can include in the next update)
catsy_waypoints.xml v2
Drive.google.com
Thank you!
Hello, ghosttrooper106!
I'm sorry, of course, but what kind of translation is this: "Разместить маркер сюда", "Переместить маркер сюда"?
This is my translation, I think it would be better this way: Drive.google.com
CatspawMods, you can, if you want to use my translation.
Здравствуйте, ghosttrooper106!
Я конечно извиняюсь, но что это за перевод: "Разместить маркер сюда", "Переместить маркер сюда"?
Это мой перевод, думаю, что так лучше будет: Drive.google.com
CatspawMods, можете, если желаете использовать мой перевод.
I'll get it sorted out, thank you very much for your efforts.
Я разберусь с этим, большое спасибо за ваши усилия.
Я не переводил, а адаптировал текст под себя.
ну да ладно, теперь вы будете переводить ;)
i wonder if it's possible if you could create your own Tasks without waypoint, for example if you want to find a certain upgrades for yourself such as the servomotor upgrade, after you finish your own task you can delete it, basically this is just like Notes except it's in your PDA.
Yes, it's possible, even easy, to create a task without a visible mapspot. The tricky part would be an interface for letting the player efficiently customize and manage more than one of them.
wow fantastic idea, tracking it
Pretty dope! Keep at it
This is the mod Im waiting for long time for tracking
If we can put an information tag on the map that we can list, it would be even better.
For the next version I am testing a feature that lets you place static notes on the map, like stash markers.
Last update just bricks my saves, CTD on load
! [SCRIPT ERROR]: ...nomaly\gamedata\scripts\tasks_placeable_waypoints.script:684: attempt to index global 'item_milpda' (a nil value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...nomaly\gamedata\scripts\tasks_placeable_waypoints.script:684: attempt to index global 'item_milpda' (a nil value)
stack trace:
Can't load any previous saves either, for some reason it tries to find item_milpda despite the fact that I don't have the addon installed.
What the heck. I literally tested this three separate times in a completely clean 1.5.2 profile.
Let me see what I can find out.
I'm playing on 1.5.1, first time loading save after installing it worked as intended, but after quicksave it crashed and continued to crash on every load with same error.
Okay, let me try quicksaving and loading a few times. Did you have an active waypoint in the save?
When I first loaded, my waypoint task that was active before got canceled
I just finished testing multiple times in clean 1.5.1 and 1.5.2, saving and loading multiple characters, with and without waypoints, with and without MCM. I cannot make this error happen.
There is only one point in the script where it can attempt to reference the item_milpda script: during the reload of MCM settings. It pulls the milspec_enabled value directly from MCM on line 681 of tasks_placeable_waypoints.script.
Please try this:
1. Open tasks_placeable_waypoints.script
2. Search for "milspec_enabled", it shows up a few times, but line 681 is what you want. It beings with "milspec_enabled = "
3. Put two dashes at the beginning of that line so that it looks like this:
-- milspec_enabled = ui_mcm.get("pawsys/pawgen/milspec") or milspec_enabled
This will disable that line. Save and try launching.
That is literally the only place in the script where it can think that value is set to true, and it only does so if it is enabled in MCM.
Edit: I also just tested this very specific scenario: Anomaly 1.5.1, save game using PAW 1.2, exit and install PAW 1.3, launch game, load. As expected, the task gets canceled (this is a necessary part of the upgrade process, and happens only once). I saved my game, then reloaded again. I simply cannot make this happen.
I tried what you suggested, now game loads but crashes when pressing Esc
! [SCRIPT ERROR]: d:/pc/s.t.a.l.k.e.r. anomaly\gamedata\scripts\ui_mcm.script:381: table index is nil
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: d:/pc/s.t.a.l.k.e.r. anomaly\gamedata\scripts\ui_mcm.script:381: table index is nil
stack trace:
Reinstalling the addon doesn't solve the issue.
Edit: I was using MCM v 1.6.4, and it seems that version 1.6.5 is required to work with your addon. Updating MCM fixed the crash.
Thank you, that's very good to know! I'll add the MCM version to the description.
I found one minus of this mod. I have a mod installed that shows additional information. For example, the selected items, the reputation received. So when I put a marker on the map and canceled it, the reputation drops by 25 points. I understand how your mod works. He considers the marker on the map as a task. I think this is not a problem. You can play with it. Thanks
That's very curious. What mod is doing this?
if you complete the task instead of cancel it i think this wouldn't happen.
Yeah, if that's the trigger then I think I can add a workaround--add a switch for whether the task should be canceled or completed when toggled. Then I can just decrement that stat instead so that player stats aren't affected, and let the player choose how it's handled.
Edit: actually, if their script is reading the rep loss from game_statistics, I could just do the same and adjust the rep change the same way I do the canceled tasks stat.
why not just use set_task_completed instead of set_task_cancelled ?
I can do that; it makes no difference to PAW what method it uses to end the task. But the player will then gain reputation and rank from completing a task, which I'll have to remove in post-cleanup same as now--and that will still trigger the other addon's pop-up.
To the best of my knowledge, apart from doing an end-run around the task system and nulling out the task record in a cross-script call, there's no way to end a task without affecting one player stat or another. Would love to find a more elegant solution.
the arena has a system for this, i think you can invoke it like this:
give_info("bar_arena_fight")
--cancel task
disable_info("bar_arena_fight")
and you do want to cancel because that flag only stops the rep change. if you set to complete there would still be a rank gain, but cancel has 0 effect on rank.
ANOMALY POPUP MESSAGES (APM) (UPDATE 2)
Thank you, I took a look at their script and I now understand the problem.
Their script is not doing anything except reporting the fact that the reputation stat is different than it was during the last check.
This tells me that the reputation change is actually caused by the task cancellation itself, which will change the rep value in game_statistics--and that Anomaly Popup Messages is merely making that usually-invisible change visible.
Fortunately, because the rep change is vanilla Anomaly behavior and not your addon's, I can easily fix this.
Okay, I have a fix for this, but there's a catch.
The fix is that I do the same thing I do for the stat tracking cancellations: I poke the value back to normal after I cancel the task. Your reputation will not change.
The catch is that I have no control over whether the other mod catches the change before I do. It's a race condition. So the popup may report rep change, but none will happen.
It doesn't matter whether I do this as a completed or cancelled task--Anomaly is making the change, I'm fixing it immediately, but before I can do that, Anomaly Popups is seeing that the change happened.
Once I fix this, it will be a purely visual issue in AP that I can't control. Thanks for helping track it down.
I don't think this problem matters much if you play in the easy game mode. On a complex one, this will be a problem. Anyway, thanks for your work.
By the way, if you using APM's kill feed feature, is it working fine with PAW 1.4? I had someone report that their kill feed stopped working and I can't fathom how that could be possible.
No this addon adds a task. and canceles it so the other addon is just responding to a task being canceled.