Added, Updated and Removed Mods
Added: - HUD Offsets Editor - NPC Wounded Redone Updated: - Stealth Overhaul - Redone Pripyat + Jupiter - Redone Limansk and Hospital - Outfit Animations - Modded Executables Removed: - Arrival
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@@ -91,10 +91,11 @@ local hand_bones = {
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["bip01_r_finger22"] = true,
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}
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local wounded_by_state = {
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[0] = "wounded_heavy",
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[1] = "wounded_heavy_2",
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[2] = "wounded_heavy_3"
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local wounded_states = {
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[0] = "wounded",
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[1] = "wounded_heavy",
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[2] = "wounded_heavy_2",
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[3] = "wounded_heavy_3"
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}
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local allowed_hit_types = {
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@@ -110,11 +111,9 @@ end
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function npc_on_before_hit(npc, shit, bone_id, flags)
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if not (npc:alive()) then return end
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if npc:has_info("npcx_is_companion") then return end
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local community = character_community(npc)
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--skip monolith and zombied. They will use default behaviour
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-- if community == "monolith" or community == "zombied" then return end
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-- local community = character_community(npc)
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-- local npc_kind = ini_sys:r_string_ex(npc:section(), "kind")
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-- local npc_damage_section = (creatures_cls[npc:clsid()] and creatures_cls[npc:clsid()][2]) or (npc_kind and creatures_kind[npc_kind] and creatures_kind[npc_kind][2]) or (npc:section())
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@@ -130,17 +129,18 @@ function npc_on_before_hit(npc, shit, bone_id, flags)
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flags.ret_value = false
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local state = state_mgr.get_state(npc)
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if state ~= "wounded_heavy" and state ~= "wounded_heavy_2" and state ~= "wounded_heavy_3" then
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local new_state = wounded_by_state[math.random(0, 2)]
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local new_state = wounded_states[math.random(0, #wounded_states)]
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npc.health = 0.1
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-- npc.bleeding = 0
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-- save_var(npc, "wounded_state", new_state)
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save_var(npc, "wounded_state", new_state)
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save_var(npc, "wounded_fight", "false")
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save_var(npc, "wounded_victim", "nil")
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-- save_var(npc, "wounded_victim", "nil")
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save_var(npc, "victim_surrender", true)
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state_mgr.set_state(npc, new_state, nil, nil, nil, { fast_set = true })
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end
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elseif hand_bones[bone_name] then -- handle drop weapon feature
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if community == "zombied" then return end --ignore zombies. they don't know waht to do if they loose weapon
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if character_community(npc) == "zombied" then return end --ignore zombies. they don't know waht to do if they loose weapon
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-- flags.ret_value = false
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local item = npc:active_item()
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local slot = npc:active_slot()
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if (item) and ((slot == 2) or (slot == 3)) and (npc:dont_has_info("npcx_is_companion")) then
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@@ -152,21 +152,3 @@ function npc_on_before_hit(npc, shit, bone_id, flags)
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end
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end
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--TOSOX CODE THAT I TOOK FROM WOUNDED ANIMATION FIX
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orig_action_wounded_initialize = xr_wounded.action_wounded.initialize
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xr_wounded.action_wounded.initialize = function(self)
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orig_action_wounded_initialize(self)
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local npc = self.object
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local community = character_community(npc)
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local item = npc:active_item()
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local slot = npc:active_slot()
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if (item) and ((slot == 2) or (slot == 3)) and (npc:dont_has_info("npcx_is_companion")) then
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if community == "zombied" then
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npc:transfer_item(item, npc)
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else
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death_manager.set_weapon_drop_condition(npc, item)
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npc:drop_item(item)
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end
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end
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end
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+15
@@ -0,0 +1,15 @@
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--made to prevent Tosox's fix drop weapon from zombies
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orig_action_wounded_initialize = xr_wounded.action_wounded.initialize
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xr_wounded.action_wounded.initialize = function(self)
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orig_action_wounded_initialize(self)
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local npc = self.object
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local community = character_community(npc)
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if community == "zombied" then
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local item = npc:active_item()
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local slot = npc:active_slot()
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if (item) and ((slot == 2) or (slot == 3)) and (npc:dont_has_info("npcx_is_companion")) then
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npc:transfer_item(item, npc)
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return
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end
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end
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end
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@@ -1,11 +1,11 @@
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[General]
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gameName=stalkeranomaly
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modid=0
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version=d2024.4.2.0
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version=d2024.4.5.0
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newestVersion=
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category="-1,"
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nexusFileStatus=1
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installationFile=npc_wounded_redone.zip
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installationFile=npc_wound_tweak_1.1.zip
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repository=Nexus
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ignoredVersion=
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comments=
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