Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
@@ -0,0 +1,38 @@
![ignore_list]
esc_survived_stalker_squad
ds_hidden_threat_spirit_squad
jup_b8_isg_attack_squad
jup_b8_army_dead_squad
val_1_2_army_defense_squad
val_1_2_attack_isg_squad
pri_army_ser_gorobez_squad
pri_isg_guard_squad
pri_isg_leader_squad
pri_isg_agent_squad
pri_b35_military_isg_sniper_squad
pri_b35_military_isg_guard_squad
pri_b35_mercs_ht_degtyarev_squad
pri_b35_mercs_ht_agents_sbu_squad
pri_b35_mercs_ht_strelok_squad
pri_b35_mercs_ht_isg_squad
pri_b304_ht_burer_squad_1
pri_b304_ht_burer_squad_2
agr_1_6_ht_degtyarev_squad
aes_sm_soldier_army_squad
aes2_monolith_camp_1_isg_squad
aes2_monolith_camp_2_isg_squad
aes_sm_monolith_blokpost4_monolith_squad
aes_sm_monolith_blokpost4_merck_squad
agr_1_6_ht_vereshagin_squad
pri_a15_ht_sbu_squad
jup_b208_ht_sbu_squad
jup_b208_ht_sbu_agent_squad
jup_ht_companion_army_squad
pas_b400_fake_isg_squad
pas_b400_elevator_isg_squad
pas_b400_track_isg_squad
pas_b400_tunnel_isg_squad
pas_b400_hall_isg_squad
pas_b400_hall_isg_leader_squad
pas_b400_hall_isg_sniper_squad
@@ -0,0 +1,35 @@
![ignore_list]
ah_aes_skabinsky_final_squad
ah_aes_skabinsky_squad
ah_bol_kovalev_squad
ah_dark_pirogov_squad
ah_fail_skabinsky_squad
ah_mil_chernov_squad
ah_sarik_squad
ah_up_juk_squad
ah_yan_markov_squad
ah_zat_vorobushkin_squad
army_ambush_squad_1
army_assault_squad_1
army_assault_squad_2
army_gen_squad_1
brodyaga_squad
brodyaga_swita_squad
clearsky_cs_story_squad_1
clearsky_cs_story_squad_2
clearsky_cs_story_squad_3
dragun_squad
gamajun_squad
gamajun_swita_squad
kvartet_squad
monolith_assault_squad_pri
monolith_cs_story_squad_1
monolith_defense_squad_1
monolith_defense_squad_2
monolith_defense_squad_3
monolith_defense_squad_gen
monolith_pri_b36_smart_terrain_defense_squad
monolith_roger_defens
renegade_cs_story_squad_1
renegade_cs_story_squad_2
renegade_cs_story_squad_3
@@ -0,0 +1,24 @@
![esc_smart_terrain_2_12]
ah_sarik_squad
![jup_a6]
ah_up_juk_squad
![mar_smart_terrain_8_11]
ah_bol_kovalev_squad
![mil_smart_terrain_2_4]
ah_mil_chernov_squad
![val_smart_terrain_4_0]
ah_dark_pirogov_squad
![yan_smart_terrain_6_4]
ah_yan_markov_squad
yan_ecolog_kruglov_squad
yan_ecolog_semenov_squad
yan_ecolog_vasilyev_squad
[zat_b5_smart_terrain]
ah_zat_vorobushkin_squad
@@ -0,0 +1,28 @@
[esc_survived_stalker_sound]
type = npc
avail_communities = stalker
path = scenario\escape\esc_survived_stalker_
shuffle = rnd
idle = 20,30,50
[val_attack_isg_sound]
type = 3d
npc_prefix = false
path = characters_voice\human\dolg_3\alife\attack\found_enemy_1_pda
shuffle = rnd
idle = 3,5,100
[pri_actor_heart_sound]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_actor_heart
shuffle = rnd
idle = 0,0,100
[pri_actor_punch_sound]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_actor_punch
shuffle = rnd
idle = 0,0,100
@@ -0,0 +1,118 @@
[sl_hidden_threat_task_1]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_disabled} fail
on_complete = %=reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = {=squad_exist(esc_survived_stalker_squad)} %=remove_squad(esc_survived_stalker_squad)%
[sl_hidden_threat_task_2]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title = {-bar_deactivate_radar_done} st_sl_hidden_threat_task_2_stage_0_title, st_sl_hidden_threat_task_2_stage_1_title
descr = {-bar_deactivate_radar_done} st_sl_hidden_threat_task_2_stage_0_descr, st_sl_hidden_threat_task_2_stage_1_descr
target = {+bar_deactivate_radar_done} agr_smart_terrain_1_6_near_2_military_colonel_kovalski, rad_space_restrictor_to_bunker
condlist_0 = {+hidden_threat_task_2_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(25000) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
[sl_hidden_threat_task_3]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_task_3_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(7500) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = {=squad_exist(jup_b8_isg_attack_squad)} %=remove_squad(jup_b8_isg_attack_squad)%
[sl_hidden_threat_task_4]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_task_4_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(7500) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = {=actor_has_item(sl_ht_pda_isg_leader)} %=remove_item(sl_ht_pda_isg_leader)%, {=actor_has_item(sl_ht_usb_quest_task_4)} %=remove_item(sl_ht_usb_quest_task_4)%, {=actor_has_item(sl_ht_walkie_talkie)} %=remove_item(sl_ht_walkie_talkie)%
[sl_hidden_threat_task_5]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
on_init = %=clear_smart_terrain(pri_a17:true) =create_squad(pri_army_ser_gorobez_squad:pri_a17)%
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_task_5_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
condlist_2 = {=is_squad_enemy_to_actor(pri_b35_mercs_ht_degtyarev_squad)} fail
on_complete = %=reward_money(7500) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = %=ht_fail_storyline_task_5%
[sl_hidden_threat_task_6]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_task_6_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_item(military_exo_outfit) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = %=ht_fail_storyline_task_6%
[sl_hidden_threat_task_7]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
on_init = %=create_squad(agr_1_6_ht_vereshagin_squad:agr_smart_terrain_1_6_near_2)%
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(7500) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = %=ht_fail_storyline_task_7%
[sl_hidden_threat_second_task_1]
icon = ui_iconsTotal_storyline
prior = 105
storyline = false
title = st_sl_hidden_threat_second_task_1_stage_0_title
descr = st_sl_hidden_threat_second_task_1_stage_0_descr
target = esc_3_16_military_trader
condlist_0 = {+hidden_threat_second_task_1_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=complete_task_inc_goodwill(20:army)%
on_fail = {=actor_has_item(sl_ht_accounting_report)} %=remove_item(sl_ht_accounting_report)%
[sl_hidden_threat_second_task_2]
icon = ui_iconsTotal_storyline
prior = 105
storyline = false
on_init = %=ht_init_second_task_2%
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_second_task_2_complete} complete
condlist_1 = {+hidden_threat_second_task_2_fail} fail
condlist_2 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(2500) =complete_task_inc_goodwill(20:army) =ht_alife_release_object(agr_dead_courier)%
on_fail = %=fail_task_dec_goodwill(10:army) =ht_alife_release_object(agr_dead_courier)%
@@ -0,0 +1,150 @@
[sl_hidden_threat_task_1_1]
target = esc_survived_stalker_squad
target_type = squad
[sl_hidden_threat_task_1_2]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_1_3]
target = ds2_domik_st
target_type = smart
[sl_hidden_threat_task_1_5]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_3_0]
target = jup_b47
target_type = smart
[sl_hidden_threat_task_3_1]
target = jup_b8_smart_terrain
target_type = smart
[sl_hidden_threat_task_3_2]
target = jup_b8_smart_terrain
target_type = smart
[sl_hidden_threat_task_3_3]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_4_0]
target = agr_smart_terrain_1_6_army_mechanic_stalker
target_type = squad
[sl_hidden_threat_task_4_1]
target = val_1_2_army_defense_squad
target_type = squad
[sl_hidden_threat_task_4_2]
target_type = map_spot
enemy_map_spot = val_1_2_attack_isg_squad
[sl_hidden_threat_task_4_4]
target = agr_smart_terrain_1_6_army_mechanic_stalker
target_type = squad
[sl_hidden_threat_task_4_6]
target = agr_smart_terrain_1_6_army_mechanic_stalker
target_type = squad
[sl_hidden_threat_task_4_7]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_5_0]
target = pri_army_ser_gorobez_squad
target_type = squad
[sl_hidden_threat_task_5_2]
target = pri_b35_military
target_type = smart
[sl_hidden_threat_task_5_3]
target = pri_b35_mercs
target_type = smart
[sl_hidden_threat_task_5_4]
target = pri_b35_mercs_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_5_5]
target = pri_b304_monsters_smart_terrain
target_type = smart
[sl_hidden_threat_task_5_6]
target = agr_1_6_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_6_0]
target = agr_1_6_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_6_1]
target = cit_ht_ph_quest_radio
target_type = item
[sl_hidden_threat_task_6_3]
target = cit_ht_ph_quest_radio
target_type = item
[sl_hidden_threat_task_6_4]
target = agr_1_6_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_6_5]
target = aes_sm_soldier_army_squad
target_type = squad
[sl_hidden_threat_task_6_6]
target = aes_space_restrictor_to_aes2
target_type = restr
[sl_hidden_threat_task_6_7]
target_type = map_spot
enemy_map_spot = aes2_monolith_camp_1_isg_squad, aes2_monolith_camp_2_isg_squad
[sl_hidden_threat_task_6_8]
target = agr_1_6_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_7_0]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_7_1]
target = agr_1_6_ht_vereshagin_squad
target_type = squad
[sl_hidden_threat_task_7_2]
target = jup_b208_ht_sbu_agent_squad
target_type = squad
[sl_hidden_threat_task_7_3]
target = jupiter_space_restrictor_to_jupiter_ug
target_type = restr
[sl_hidden_threat_task_7_4]
target = pas_b400_hall
target_type = smart
[sl_hidden_threat_task_7_5]
target = agr_1_6_ht_vereshagin_squad
target_type = squad
[sl_hidden_threat_second_task_2_1]
target = agr_smart_terrain_1_6_army_trader_stalker
target_type = squad
[item_outfit_attach]
items = af_camelbak, af_cooler, af_frames, af_freon , af_grid, af_surge
[item_artifacts_container_2]
items = af_cristall, af_dummy_dummy, af_electra_moonlight, af_eye, af_mincer_meat, af_gravi, af_lobster_eyes, af_pin, af_ring, af_sponge, af_vyvert
container = af_aac
[item_outfit_plate]
items = af_plates, af_kevlar