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.
Base Skills Pack for Experience Framework mod. This mod adds 23 skills in framework. [READ DESCRIPTION PLEASE]
This mod is a skill pack for the Experience Framework mod that can change your usual gameplay in the Anomaly. The inspiration for creating these skills was such series of games as Fallout, Cyberpunk 2077, The Elder Scrolls and others. At the moment there are 23 skills in the pack. See the skill list below.
Compatible with mods like a Anomaly Skill System and Skills Expansion 2.0 and other. Write in comments or PM me if you have any problems.
Use the Mod Organizer or extract the contents of the folder "00 Main" to the root directory of the game in the "gamedata" folder.
Before deleting a mod, use the "Safely delete mod" option in MCM -> Experience -> BSP -> Settings and follow the further instructions that are described in the tooltip of this option.
Starting from version 1.1.3, added the option to dynamically change the parameters of most skills in the MCM menu.
Credits:
History:
v1.2
1. Removed Fortune Finder skill
2. Added installation support via Mod Organizer
3. Added new skills: Treasure Hunter and Lucifer's wrath
4. No Rules:
- Instant reloading now works correctly if an upgrade was installed that changes the caliber of the weapon.
5. Scrounger:
- Overhaul and rebalance of the skill.
6. Minor fixes and changes in the code
v1.1.4a
1. Added compatibility with Perk Based Artefacts v2
v1.1.4
1. Added compatibility with Experience Framework version 1.5
v1.1.3
1. You can now adjust the settings for most skills in the MCM menu. Requires Experience Framework version 1.4.2 and above!
2. Skilled:
- At the last level of the skill, there is a small chance to double the bonus from the skill per action.
3. Not Today:
- Added an option to reset cooldown in the MCM menu.
4. No Rules and Adrenaline:
- Added ogg comments to the proc sounds for these skills.
v1.1.2
1. Added the ability to disable each skill in the MCM menu (requires a save reload!).
2. Expert Pistols, SMGs, Shotguns, Assault Rifles and Sniper Rifles skills:
- Fixed a bug that allowed getting weapons in perfect condition from NPCs at the last level of the skill.
3. No Rules:
- Increased skill proc chance from 8% to 20% per level learned.
v1.1.1b
- possible fix (Crutch) "experience_baseskillspack.script:645: attempt to index a nil value"
v1.1.1
1. Removed from the mod "weight.script" and "speed.script" because Experience Framework since version 1.3.7 already has these scripts.
2. Craftsman:
- This skill now affects items that were added via 'workshop_autoinject.script'
v1.1a
1. Renamed "Knows her worth" skill to "Knows his own worth"
2. Not Today:
- Changed the monkey patch for Perk-Based Artefacts
v1.1
1. Added new skills: Not Today, Knows his own worth and Hardy
2. Sniper skill and Expert Pistols, SMGs, Shotguns, Assault Rifles and Sniper Rifles skills:
- These skills now correctly deal damage
3. Master Hunter:
- Increased the chance to find an additional mutant part that can be cut at each skill level
4. Adrenaline:
- Increased health threshold for skill activation from 35% to 40%
5. Toughness:
- This skill now only reduces damage from strikes, fire wounds, and explosions
6. Skilled:
- There is now a chance to gain 200% experience per action at the last level of the skill
7. Vampirism:
- This skill now restores health when it hits an enemy, regardless of the damage dealt
- Reduced the amount of health restored at each skill level
8. No Rules:
- Slightly changed skill icon
v1.0.3a
1. Fortune Finder:
- Changed and added new MCM settings to customize this skill
- Increased the number of additional items in caches for each level
v1.0.3
1. Added MCM settings for Fortune Finder and Scrounger skills to adjust their balance. These settings are found in the Experience Framework MCM Settings (requires Experience Framework v1.2.1 or higher)
2. Expert Pistols, SMGs, Shotguns, Assault Rifles and Sniper Rifles:
- Reduced chance to drop weapons from NPCs from 10% to 8%
3. Master Hunter:
- This skill can now only create one additional mutant part
4. Craftsman:
- Increased the minimum required character level to learn this skill from 14 to 24
5. Fortune Finder and Scrounger:
- Slightly changed how this skills works
v1.0 Release
1. Added icons to all skills by DemVort
2. Vampirism:
- increased the required character level for the first research from 20 to 32
- increased health recovery per level from 2% to 3%
3. No Rules:
- increased the required character level for the first research from 17 to 29
4. Strong Back:
- Fixed a bug due to which the skill stopped working after reloading the save
5. Expert Pistols, SMGs, Shotguns, Assault Rifles and Sniper Rifles:
- increased chance to drop weapons from NPCs from 6% to 10%
6. Lead Stomach:
- increased required character level to learn each level
7. Medic:
- increased required character level to learn each level
v0.9 Beta
Average
1043 votes submitted.
Sounds awesome, thank you for the description and explanation about the compatibility. Can you show maybe the full list of skills for those of us who use the original Skills and Skills expanded mod?
I will add a description to the mod when it is completely ready. For now, this is a beta version.
Support~~
Really cool, some are VERY op though. But cool skills. Is it hard to add some? I have 0 experience in coding.
Adding is not difficult, but coding skills are needed anyway.
I get a LUA error when I try to start a new game, it shows this: zz_experience_monkeys_script:275: attempt to call field 'give_actor_experience_by_discover_spot' (a nil value)
Edit: Line 204
Do you have the latest version of Experience Framework installed?
What mods do you use, can you list?
Yes, I have the latest version of Experience Framework installed. I have a lot of mods installed, but I think only skills expansions and anomaly skill system could be the ones having a weird interaction with the mod. My Anomaly version is 1.5.1 though
These two mods cannot cause such an error. Perhaps this failure is due to the fact that you have Anomaly version 1.5.1. I need to check this, because everything was tested on the new version.
I understand, maybe there are some locations that are listed in the mod and not registered in the 1.5.1 version?
No, there may be a conflict with one of your mods that edits 'pda.scrpt', namely the 'discover_spot' function
I just checked and I don't have a script named like that. I just remembered that, I have a PDA mod, one that adds a new menu to it but it doesn't seem to touch that file.
Edit: Maybe if I remove the function to give exp when discovering a spot?
Yes, you can completely remove the function from 'zz_experience_monkeys.script', however you will not gain experience when a location is discovered, but still this is not a solution to the problem...
You are correct, i'll keep looking in my files and see if I find something else
You may not keep looking. This is a conflict due to an outdated version of Anomaly, I am currently looking for a solution to the problem.
Edit: I'm sorry but Experience Framework is not compatible with Anomaly 1.5.1
have the same problem LUA error: ...ly 1.5.1.2\gamedata\scripts\zz_experience_monkeys.script:306: attempt to call field 'give_actor_experience_by_disassembly_items' (a nil value)
game crashed when I tried to dismantle an item. I have this and the haruka system installed
Experience Framework is not compatible with Anomaly 1.5.1
Does it work with gamma?
I don't know, ask the modpack creator
some imbalance dont care about as I altered the haurka limit to 500 for ***** and giggles to see what happens
LUL
F. awesome mod.
Vote:
10 for mod idea.
10 for description.
10 because i just love this mod.
THX.
just now learning about this mod, this is some gourmet ****! seriously this is great work, one of my new favs
Good God, Jim! He turned it into Borderlands!
Weight seems not working (no +5 kg max weight on lvl 2). better prices and damage is ok.
Please use weight.script from this mod. I will fix it in the next update.
i found the problem - for some reason this mod (v.1.0) has confilct with mod called ARTEFACT DEGRADATION 1.21 (i am using MO manager and there is no direct conflict in files). Howerer if AD is on, after you move forward max weight resets to the parameter which is specified in game options. Without AD it works properly.
Ok i'll see what the problem is
thank you!
This is a problem with the artefact degradation mod. It changes the actor's carry weight and doesn't take into account the extra weight that was added via "weight.script". Sorry, I can't help you.
thanks anyway - i will play without AD then. I like your mod. Much more then haurhi skill system.
amazing
great job, now pistols, 9x18, 9x19 have become more relevant
10/10. btw No stamina skill?
There is no skill for stamina in the pack, but if you have ideas for new skills, then you can write about it here.
Speaking of which Orleon, I've encountered an issue with what I assume is a script patch for *** (Advanced Stamina System). I'm no wizard with scripting but every time I choose the Hardy skill I crash with this error...
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: ...nomaly\gamedata\scripts\experience_baseskillspack.script:1259: attempt to compare nil with number
stack trace:
It points to these lines below, particularly
"if power + self.hardy_power > satiety_power_limit then"
As I say I am no wizard with scripting just know bare basics, this is the entire script here for again, what I assume to be an *** patch, I've removed it for the time being, gonna see if I can get the Hardy perk now. But the rest of the lines are below.
if advanced_stamina_system_ass then
local satiety_power_limit = advanced_stamina_system_ass.satiety_power_limit
if power + self.hardy_power > satiety_power_limit then
actor.power = satiety_power_limit
return
end
end
Sincerely hope you can help, I use *** so would be preferably to have this if at all possible, but don't know how to fix it.
Thanks for your time and effort with this mod, Experience Framework wouldn't be the same without this pack!
EDIT: Can confirm, that with *** installed still and the lines removed. The perk functions as expected. Happy days! Dunno if I'll have any other issues down the line to face, but will see! :)
Update *** to the latest version
Outstanding! Very fun add-on I would never want to be without = 10!
"- Fixed a bug due to which the skill stopped working after reloading the save"
No is not working after reloding.
Is working after update to: Experience Framework v1.1 or higher.
Sory.
greetings, is it safe to update mid save?
Sure
thx
Hello! Which button should be pressed to test the experience? And I didn't find it.🤣
Default 'J' key
Thank you!
Does not work. Please help me click J and nothing happens :(
Have you installed Experience Framework? Check description please.
Oh sorry 😊... I didn't notice, I just downloaded your addon and installed it🤣. Thanks for the tip, I'll install it right now and report back)
Я только щас понял, что ты на русском пишешь 🤣. У меня теперь такая проблема:(
LUA error: ...nomaly\gamedata\scripts\experience_baseskillspack.script:1670: attempt to index global 'ui_mcm' (a nil value)
Смотрю вы не любите читать описания)) Для фреймворка нужна версия Аномалии 1.5.2 и вот это - Moddb.com
Та читаю и туплю конкретно 🤣. Самое интересное, версия у меня 1.5.2 и вот этот конфигуратор тоже стоит
странно, щас все заработало, хотя ничего не делал. Зона, мать её ..