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.
New Anomaly levels - Promzone, Grimwood, Town "Yuzhniy" and 2 underground levels with a Storyline for it. Some more places for artefact hunting, exploration and more ;]
Promzone:
The Zone is unpredictable. Last changes in the Zone have opened a path to a new area known as Promzone. Accessed through routes in the Army Warehouses and Truck Cemetery. It is populated with mutants of all kinds, but Stalkers have already started exploring it, looking for new artifacts and riches. Additionally some of the factions have already begun to skirmish with each other for control of the new region. With the dangerous anomaly fields to search, it'll be a risky, yet rewarding place to explore. xd
Promzone has 8 anomaly zones and 15 new smart terrains, as well as approximately 40 stashes to find.
Grimwood:
Yet another map appeared in the Zone - Grimwood. Deep forest that isolates (hide?) mercenaries from the rest of the zone. Main road is usually safe enough, but all the treasures lie deep inside the forest, which is filled with anomalies and mutants. Grimwood is located between Army Warehouses and Dead City, has transition routes to Army Warehouses, Dead City, Red Forest.
Grimwood has 8 anomaly zones, 17 smart terrains and around 40 stashes.
Town "Yuzhniy":
And the third location suddenly appeared. Big urban/suburban settlement with a mix of mutants and stalkers everywhere. This map is biggest of all in Anomaly (15% bigger than Zaton or Jupiter). It is located between Garbage, Dark Valley, Truck Cemetery, Army Warehouses and has transitions to them.
Town "Yuzhniy" has 7 anomaly zones, 37 smart terrains, around 130 stashes and a couple of small bases for freedom and bandits (will try to add more in the future along with quests).
Storyline + underground levels:
Basically, just another storyline which you can take from Sakharov by asking if they heard about new locations. I was writing it on the fly, so don't judge the plot too much xd Some of you may find it boring (especially at the start), but to me it looked fine, all epic battles are in the end ;] One underground level also looks very cool ;]
Storyline is available only for Loners and Clear Sky. You can enable it for other factions by setting them to "true" here, but you will then probably need to use disguise a lot ("ecolog" is fine too, just text won't fit roleplaying if you care about it):
Longreed, who did most of the work: ability to add new levels by merging level's spawn with Anomaly's, porting Promzone as example for other levels, help with level object placements/configs/code/fixes and further help with everything else ;]
ISOTD3 TEAM for their level, thanks guys ;]
Grez for bunker level.
Thundervision for finding new levels, most text and translation.
NiceDreamer and his GPT3.5 for Storyline translation.
Red Panda (Sobolevskiy), Roman-n and everyone who help them keep up the modified SDK 0.8, nice, fast and the only one that did not crash for me xd
demonized for DLTX and Unlocalizer.
RavenAscendant for tasks_guide.script from his "guide task fix" addon (game somehow crashing if we dont add new level here, so I just added a fixed version from Raven + no need to patch it).
CatBites and Wyrhta for PDA map retextures.
NLTP_ASHES for example of unique npc, DXML and help with dialogues ;]
Singustromo for Dynamic Loot addon for new levels.
Solais for encyclopedia description.
1) Install lattest demonized's binaries >> binaries here << . Need it for DLTX and Unlocalizer.
2) Install addon. (Remove previous version completely with all the patches if you have it and then install new version.)
If you have crash saying something about "level.hom" and then it's "stack trace: at address..." - try to delete "configs/environment/ambients" folder from my addon. Although these files have reference to vanilla ambient files that should always exist, some modpacks may delete them entirely (idk why) and then you'll get this crash.
Addon requires new game unfortunately, but I made an addon that can export some of your progress from another save New Game+ addon . I left a suggestion in Anomaly server how it is maybe possible to remove the need of starting new game, but I'm not an expert in it. Let's see if it can be figured out in the future, for now - it is new game only ;[
I tried to patch all vanilla scripts and DLTX should handle configs, but there is one file I can't do anything about it is:
"dialogs.xml", if some of your addons change it - you need to patch it by yourself (if you know basic ltx/xml merging and have Compare plugin it should not be hard, compare to vanilla first to see where the changes are).
Addon also contains some of Longreed's fixes for vanilla:
1) Addition to other Longreed's addon (and similar one from Kronq) Moddb.com , to fix the rest of "stuck artefact" issues.
2) Removed companion restrictor in x16 lab (leftover from previous mods).
3) Bugfix of Pripyat Outskirts where you could get into x8 without turning on the generator.
4) Bugfix for a few stashes.
5) Bugfix for a killer chair under Clear Sky medic.
Some addons that have their own level tables will need a script patch, I'll try to add everything I could in the future, this won't require new game. Currently have native patches for my Interactive PDA, Toxic Air, NPC rank based travelling and couple of other addons.
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9.8206 votes submitted.
- Can't find why or how items manager crashing with "actor" nil, I don't know how it can be even related to levels.
Comments on moddb are hard to follow, I'll reply faster if you ping me in Anomaly discord or write in its channel "addon-releases -> New levels" thread.
Guide and tools to add levels by yourself are in my "New levels" addon thread in Anomaly discord if anyone interested. Discord.com
Has Warfare been fixed ? It loads and works but it doesn't let you quickload a save , you have to go back to main menu and then do it.
No clue how levels can affect saving. I was only fixing crashes.
I believe when you try to quick load a quick save file (or any save file with this mod with warfare mode), you'll get fatal error.
On my case it was like 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 : 257
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ....a.l.k.e.r. anomaly\gamedata\scripts\itms_manager.script(523) : func_or_userdata
LUA error: ....a.l.k.e.r. anomaly\gamedata\scripts\itms_manager.script:523: attempt to index field 'actor' (a nil value)
I get the same error, is there a solution?
I was just about to report this! Unfortunately, so far, no solutions afaik
Also bvcx if you're reading this, I very much appreciate all the efforts you've put into this mod trying to achieve maximum compatibility, it's an insane amount of work considering how much this mod adds/changes so props to you for that! Seriously good job <3 I can very much sympathize with you if you are not wanting/willing to make a million patches (I can only imagine how daunting that must be) but I'd implore you to look into this issue as it's pretty severe imo. I hope you have a great day ahead :)
Hey, thanks ;]
Can't get my hands on it, there are 3 things to fix including this one, will try to fix soon.
You're welcome! Also alrighty, no worries, take the time you need to fix these and best of luck with them. Keep up the good work!
Ok I can't really see or tell why it's happening, I just don't understand how items manager and levels are related, sorry.
Ah bummer but it's okay, you tried your best I'm sure and I appreciate the effort. It won't go to waste.
Considering what the X-Ray engine is like, held together by hopes and prayers, I was quite surprised to see this mod running as well it did without the engine having literal heart failure in a technical sense lol, so once again it's alright! Thank you for all the effort you've put into this mod.
Как перейти на локацию? у меня нет перехода.
Попробуй включить в настройках опцию ( открытые переходы)
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you can enable the "Autum aurora" version of textures?
10 баллов за идею и за труд!!! скачаю - посмотрю....
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I feel so freaking happy like a
i was gunna go to work,...... but now i must stalk. lmao this is so dope :)
Good hunting, stalker!
Wowzers.
preview pic looks nice. downloading rn!
А говорили что добавить новые локации к аномальке практически невозможно. Вот же, нашёлся мастер. Не терпится протестить.
Longreed тут настоящий мастер, сделал этот возможным ;]
обнаружил проблему: на этом уровне не работает модуль "коллизия травы" из аддона SSS
Я в шейдерах не разбираюсь, как-нибудь напишу автору ссс.
NewbieRus Обновите новые SSS - ScreenSpaceShaders_Update17.2 или у Fabio Conte есть на Drive.google.com есть
Ahh, finally a new level! There is a critical lack of new levels. Do whatever you want, whatever mod you want - it will not save you from another passage through the cordon, for the trillionth time. New levels is really really needed
Dude, what the rock am I seeing? Awesome
Wow! Can I play with this addon in Old World?
Don't know, try and tell us ;]
Did it work...?
Oh my... I can't imagine how exhausted you must be after such a feat. You've literally shattered the old myth that it's impossible to add new maps to Anomaly. I wonder how you managed to tame that cursed brain scorcher disguised as an sdk? Anyway, you have my utmost respect. Well done, guys!
It was Longreed who tamed it by rebuilding Anomaly's spawn sources from scratch, I was just placing objects on the level and patching scripts ;p
"Stalker Anomaly Antgology" dispelled this myth a long time ago and adapted a bunch of maps and replaced old ones
And placed maps (not how they displayed in PDA, but how they really are) on top of each other, so NPCs won't know which graph point to pick. Put objects from other game versions (SoC/CS) with entirely different properties into CoP spawns. And god knows what else...
You can do many "impossible" things in this game, question is how you did it and how it is going to work. I prefer to do everything correctly. The amount of work author of Anthology did is admirable, but the quality is meh. (Although, judging by how many been playing Provak modpack that is crashing every 20 minutes - people don't care about quality xd)
About the quality, I totally agree with you. The quality of the mod reminds me of 2010s mods like OP2, NS2010. It took me a couple hours to play it. Then I went back to GAMMA.
I'm curious how you connected the locations? Did you adapt the anomaly gamdata for SDK or did you work with the original Call of Chernobyl gamdata? Is the spawn separately packaged through ACDC? Could you write a tutorial on how to customize all of this?
I already did in Anomaly Discord.
would you tag me there? im a senior quest/script creator working on a long history mod; but im struglin adding new maps to it x_x im Sirsaro#2588 in discord. Thanks!
Hi! Found a bug. In the west of the map in the building called "ЮЖНЫЙ" when climbing the stairs, my weapon is removing from hands
We know about this yes, not sure why it's happening, everything looks fine in level editor ;[
i hope u find a solution sometime <3
p.s. thank u so much for biggest work!
Good job! Please add a marker for fast travel and add loot items by location
Sexy
Very impressive! Please do a youtube tutorial and post on anomaly discord.
I'll ask him to share the tool, it's still not as easy as copypaste. Need to know level making, preferably with config structures and some scripts ;]
Works with 99% of my mods (I have 63 mods). Doesn't work only with GrokStashOverhaul :D
Шикарный плацдарм с огромным потенциалом для мододелов. Тестировал на сборке EFP 4.2 без аддона New Game +. На радаре у аномалии "Токопровод" не работают вертикальные лестницы. Возле аномалии "Геотермальный источник" было обнаружено летающее дерево :) Плюсом, хотелось бы, чтобы вокзал Южный, сама промзона, тоннель на востоке локации тоже отмечались как места интереса/локации. Плюсом, надеюсь, что в будущих обновлениях на севере локации за проходной появится переход на Радар. И местами работает странный триггер на секундное убирание оружия. В остальном, локация 10/10. Автору процветания
Лестниц вряд ли получится добавить, нет исходников геометрии локации, но там ничего интересного вроде и нету, окон чтобы побыть снайпером нет, наверху тоже пусто.
Лично мне не особо нравится обозначение всего что не аномалии и базы, так что не знаю добавим ли остальные как места интереса ;p
Хотелось пока, чтобы мутанты занимали фабрику, а не Монолит, поэтому на Радар нет перехода, может в будущем подумаем. Насчет триггера на лестницах, это да, знаем... без понятия как фиксить xd
Триггер не только на лестнице в Южном. В восточном тоннеле тоже был такой. И еще в одном месте, на территории Промзоны. Визуально, оно напоминало вход в лабораторию на Янтаре. Плюсом, не знаю, баг ли это, но в восточном тоннеле при спуске вниз по лестнице, не воспроизводится звук хождения по металлу. А так, вроде пробежал всю локацию, ничего критического не обнаружил. По поводу населения Промзоны... Лично я хотел бы там видеть Монолит или Грех. Уж очень большая зона для перестрелок и хотелось бы брать такую штурмом :)
Поменяй конфиги и добавь туда монолит вместо мутантов, там правда точек для работ нпс на других смартах нет, они будут стоять и сидеть как попало ;] Переходы тоже можно скриптом добавить (только не для НПС наверное), немного коддинга нужно, главное чтоб было желание.
Бро, я обычный игрок) Не кодер и не мододел. Но я очень надеюсь, что твой мод станет площадкой для других, кто сможет реализовать потенциал локации
Понимаю ;[ Ну тут в основном так, если что-то хочешь - придется самому делать ;p
Конфиги в принципе не сложная вещь, любой может разобраться, со скриптами сложнее.