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.
A redux of the original Toxic Air, including world models, new filters, and bug fixes.
The Toxic Air mod ( Moddb.com ) we all know and love, refurbished with the asbestos removed like a GP-5 gas mask filter. Ready to rock on newer versions of Anomaly (including GAMMA)!
[Update v2: Fixed icons issue, updated item descriptions, added crucial framework files that were missing in original upload version, rebalanced FG-130 canister.]
[Update v3: Added Russian translation. Thanks to MoreLove1 Moddb.com ]
[Update v4: Filters / Oxygen tank now needed to get radioactive protection with gas masks. Radiation will completely ignore your helmet's radioactive protection stat otherwise! Also merged quality of life scripts by ilrathcxv!]
[Update v5: Gave Freedom M10 filters at Level 1 trade to account for location]
[Update v6: Fixed bug with radioactive protection system]
Designed to be used with separated helmets and backpacks Moddb.com
or GAMMA
Also check out these optional 3rd party modules!
---[WARNING: OBSOLETE - NOW MERGED WITH ADDON]--- Refills and repairs for toxic masks QoL: Moddb.com
Old World Addon: Moddb.com
Features:
- Bug fixes (oxygen tanks cannot be equipped without a helmet. Oxygen tanks also provide zero protection if a gas mask is not currently equipped in your helmet slot, although if an oxygen tank was already strapped to your back, it will stay there, just unable to protect you. etc).
- World models for all filters and oxygen tanks (by Blackjeison Moddb.com)
- Fully compatible with modpacks like GAMMA, as long as it is put ahead in the Mod Manager.
- Fully standalone and does not require any dependencies or other Toxic Air mods
- Native support for Miserable Masks mod by me.
- DLTX files to add filters and other items to starting loadouts, traders, loot drops, and etc.
- Gas masks and respirators no longer protect against radiation without a filter (or oxygen tank)
- Compatible with Arszis Radiation Overhaul
- Zombies and Sinners are immune to toxic air in all locations, even without protection
---NEW FILTERS:---
- GP-5, M10, and CBRN-70 filters have all been rebalanced. Quality of filter will be much more noticeable in contaminated sectors of the North Zone. Try entering Red Forest with a GP-5, it's not fun!
- R18 NBC: A high protection Mercenary gas mask filter that can be selected as an option in the starting loadout. Cannot be crafted, scavenged, or purchased. Expires quickly.
- DP-1: A low-tier Renegade filter. Can only be found on dead Renegades, or purchased at a Renegade trader (if one exists).
- MOF-6: A mid-tier Bandit filter. Can be purchased or looted from Bandits only. Similar to an M10 filter.
- MS-4: A low-tier Polish Civil Defense gas mask filter made in the 80's and only available to Mercenary traders. Has both higher performance and cost compared to a Soviet GP-5, but still far outclassed by medium and high tier filters. Can be dropped by dead Mercs as well. Replaces Mercs M10 filter in starting loadout (Freedom still gets M10 filters to start with).
- Refurbished M.58: A rare low-tier Ecologist tier 1 trade level exclusive. Cheap, but much cleaner and more lightweight compared to low-tier Soviet filters. Disappears after trade level 1 with Ecologists.
- NBC-77 SOF: Rare and expensive UNISG exclusive. Included in starting loadout, loot drop tables, and trade profile for UNISG only.
- M10 'Protector' Variant: A Duty exclusive M10 filter variant which is more protective, but also heavier and less efficient. A good mid-tier choice. Can be scavenged from dead Dutiers, purchased from Duty traders, or selected as a starting loadout filter as Duty.
- FG-130 'Soviet Oxygen Canister': Goes in Oxygen Tank slot, unlike other new filters which attach to gas mask. Is very weak, but also lightweight compared to others in the 'oxygen tank' category. Provides minor chemical protection buff. Sold and dropped by Clear Sky and Renegades.
- Makeshift filter: A makeshift filter made with tape, bottle, charcoal, and some cloth bits. Can protect against fairly hazardous zones, but only for a short while. Can be crafted on the fly with various recipes. Can also be found on Loners, Clear Sky, Bandits, and Renegades from time-to-time. Included in a few starting loadouts. Not buyable at a trader. Can be crafted with either mineral water/empty jar, cooking charcoal/activated charcoal (from activated charcoal mod Moddb.com), duct-tape misc item / emergency armor repair kit, and any type 1 or 3 cloth repair material, underwear, paper, or sewing kit.
- Toxic zones have also been adjusted.
1. Cordon, Great Swamps, Meadows, Darkscape, Agroprom, Rostok, and Dark Valley are all safe zones. No toxic air contamination at all, besides maybe the radiation itself...
2. Garbage and Yantar have trace amounts of toxins in the air. Will only damage you slightly, but any filter can beat it.
3. Dead City, Truck Cemetery, and outer perimeter of Rostok are now all level 2 toxic zones. Something such as a DP-1 will not protect you here, but GP-5 and up will still work fine.
4. Army Warehouses, Jupiter, and Zaton are all now a step above GP-5 protection level. Still low levels of contamination compared to real far North, but you will need at least an M10 or M58 here.
5. Radar and Red Forest begins cut-off point for low-tier filters entirely. Bring at least an FG-130 canister or mid-tier filter of some kind.
6. Limansk, Pripyat, and Outskirts will truly begin to test your equipment. FG-130 and MOF-6 becomes useless here, but mid-tier filters generally will still work.
7. Hospital, Stancia, Generators, Labs X-18 and some underground areas: Even mid-tier filter could betray you here. Duty filters can still preserve your life, however. It is best at this point to invest in a proper oxygen tank, anyway.
8. All further North locations, underground labs, bunkers, control room, power plant, etc: Ultimate danger levels. All filters except maybe UNISG SOF will fail you. High quality oxygen tanks required.
To-do list:
- 40mm GOST vs 40mm NATO threads system + adapters and unique gas mask types (Unique M50 cheek filters for M50 mask, GP-5 filters Russian masks, M10 for Western masks, new filters so changes are balanced and immersive, and make only certain masks like GP-5 can attach a hose for oxygen tank, etc)
- Refill oxygen tanks at mechanics, for a price (makes oxygen tanks even more of a permanent investment, instead of throw-away item like filters. Plus makes sense: filters are physically used up IRL due to getting literally used up through physical wear of the filtering, but a tank can be refilled with gas no problem).
-̶ M̶a̶k̶e̶ g̶a̶s̶ m̶a̶s̶k̶s̶ u̶n̶a̶b̶l̶e̶ t̶o̶ p̶r̶o̶t̶e̶c̶t̶ f̶r̶o̶m̶ r̶a̶d̶i̶a̶t̶i̶o̶n̶ p̶o̶c̶k̶e̶t̶s̶ i̶f̶ n̶o̶ f̶i̶l̶t̶e̶r̶ i̶s̶ a̶t̶t̶a̶c̶h̶e̶d̶ Done!
- Add new oxygen tank type "Continuous Air Supply Unit" for UNISG once I figure out how to make it able to take batteries.
Average
9.435 votes submitted.
Nice. It's hight this mod is given some love
cant see the icons
Brooooo, bravo. I spent 16 hours or so trying to make edits to Toxic Air so that the filters are degraded by time equipped and by the typical radiation pools that you would find in the game and also making the masks themselves offer 1% radiation resistance without the filter attached.
Revamping that system turns out is much more difficult than anticipated originally going in to it. I'm still wanting a reason to use filters in Anomaly without the toxic air system. Think this is the Metro fan in me.
Awesome work though. Bravo.
Fantastic addon!!! 10/10!!!
Let me ask, would be possible to make a "underground version" only? Toxic air would be found only in undeground levels
Tks for the addon again!
hi bro! I support you - I would like to get a version where toxic air is only in dungeons.
Colombo2022, YuriVernadsky Hey guys, this is super easy to edit yourselves, open the file called toxic_air.script located in the scripts folder. You will see a nice organized list of the different levels eg Cordon, Garbage etc. Simply change the numbers next to each of these levels to 0 and the undergound levels (clearly labeled as Labs), leave those be to leave them toxic. Enjoy. :)
Zeadshot_Zombie Ihuu!! Tks for the guide!!!
;D
Zeadshot_Zombie - Thanks a lot for the tip!
This would be cool for those of us hesitant to use toxic air everywhere.
Also, how would this work out with Arzis Radiation overhaul?
some icons are bugged and or missing
Will test it right now, I hope it works with Arszi's Radiation Overhaul Demonized Edition!
hello good sir, some icons of the addon can not be seen, they are bug, would appreciate a patch for that please
Is it like you can select the item and read it, but there is no icon?
Also, are you using GAMMA or regular Anomaly, and what are your general video settings? Do you have high texture detail, mipmaps, etc?
some icons do not appear correctly, an example is the emergency oxygen tank "af_oxigen_tank_1".
And what do you mean by not appear correctly? Is it like, cut off / misaligned, is it invisible? I'm trying to reproduce this issue on my end but it doesn't happen to me even when I disabled my whole mod manager. It *might* be something that happens when you don't have modded exes... not sure yet. I'm doing more testing to figure out the problem. This addon was also missing certain important framework files and would crash to desktop if it was your only mod because it secretly required other mods, so I'm currently collecting and integrating all dependent files. Gonna push an update today once I figure out what's wrong with icons.
here you go good sir: Imgbb.host, Imgbb.host, Imgbb.host
i have a custom anomaly addonpack call "Sons of chernobyl" i have another toxic air addon and i dont have that problem.
I'm sure this has to do with conflicts in MO2, this addon does not require the original Toxic Air, I also noticed that you use a Spanish translation patch although I'm sure it has nothing to do with this.
maybe increasing the "texture detail" in the anomaly options will help with this problem.
Oh, thank you for the images, that narrows it down.
Still, super strange! That texture sheet works, I know it does... I'll mess around with it and see what's up. Also, you aren't running this mod with any other toxic air / filter mods, right?
Of course not jaja
Just pushed an update. Try it now, lemme know if icons are still borked.
It would be very helpful if you could show some screenshots about the problem as well as the rendering you use (DX8/9/10 or 11) or what addons conflict with it in MO2
yea some of the icon is not showing and not in right placement
icons are not showing properly
Dude, I don't know what you think of yourself, BUT you're really cool. I've installed all your mods. With the exception of Yuri Orlov's style (I am not worthy of this fashion yet)
I apologize for the clumsiness of the presentation, I wrote through a translator.
hey drunk I have a question, the item "M50" takes up a little bit of space in the inventory (the highlight square when you hover the mouse over the item looks a little bigger than the icon itself) is this normal? Could it be because I use DX8?
screenshot: Imgur.com
Could you show a screenshot of the item in-game?
sure!
screenshots: Imgur.com
Ah! Yes, that one.
That's an unfinished item. New update will designate it as un-used in the dsecription. I may come back and add more filters once I figure out perhaps how to implement more mechanics, such as 40mm GOST and 60mm NATO threads for West vs East mask designs, and also the Continuous Air Supply Unit item being powered with batteries but able to provide tier 3 protection for as long as it has power.
ohhh oka, thanks for answering
hi, it love original Toxic Air, great that you decided to show it more love!
I've got one suggestion that I've tried to interest bvcx but he didn't picked it up, so would it be possible for you to make oxygen tanks refillable by mechanic?
I think this would greatly differenciate them from filters, so filters would be lightweight disposable items and oxygen tanks would be heavier but more durable and player would have the option which one to choose, cheers!
That's actually a really good idea man. I'll write it down in my to-do list, but it might take me a long while to figure out how to add these sorts of brand-new features.
I edit azszi script with my friend`s help, so now entering the new stage is translated and have correct description + my gunner make RU translation. Do you need it?
Problem with the icons but I fixed them easily, a little annoying for not giving credit to black jeison for the oxygen tanks and filters link: Drive.google.com
naaaa lie I'm not upset just a little busy if there's a commotion I'll give the Spanish translation
Yeah, it's as I thought when I got an image from someone who reported the issue: it was because first texture had mipmaps. Already fixed it.
I figured everyone knew the previous Toxic Air mods were included? Should I link them?
Hello! can you help with this?
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
Line : 262
Description : fatal error
Arguments :
2 : [Lua] ...52/anomaly 1.5.2/bin/..\gamedata\scripts\a_rax_wd.script(90) : f
LUA error: ...52/anomaly 1.5.2/bin/..\gamedata\scripts\a_rax_wd.script:90: The Actor Update system has crashed. Known as "Busy Hands" type 1, caused by script: ...y 1.5.2/bin/..\gamedata\scripts\arszi_rotten_meat.script | line: 75
Check log for details
stack trace:
I don't remember rotten meat mods being super stable, especially since there's a few different ModDB / Gamma / Github / integrated versions all across the board. My mod shouldn't have any interaction with this, though. Since you seem to be using the busy hands detection mod, I would advise turning that off and just praying to the Monolith for luck.
The screen and sound efects in toxic ambient dont work
nice to see a Toxic-Air update ... cheers
any chance of a patch for HeadGear Animations? ie for the hud icon to show filter condition?
Ah, sort of like Metro's filter system?
Well, I have a general idea of how Headgear Animations implemented a gas mask hud icon, but I'm not sure how I'd duplicate it and make it compatible, and also make it show a number of the filter's condition. Though it's not a bad idea.
hmmm ... well Headgear Anims hud icon checks whether a gas mask is worn (or not depending on your FOMOD pref) ... maybe just swap the check to be "gas mask & filter" ... so a gas mask on its own wouldn't show an icon. Not sure how it would treat a filter at 0% condition however
Until then, you'll have to take the filter off and inspect it manually. For some, this could be considered more realistic, but at the same time, I understand some players value quality of life over slavic torture difficulty.
i guess the slavic self flagellation shall continue until a patch appears ;)
pass me the birch branch and the vodka
Is it compatibilty with G.A.M.M.A?
Yes
is this mod compatible with EFP ?
I haven't tested it with EFP myself, but there's no reason that it shouldn't work. Give it a try and see.
it seems to be overwrithing a lot of mods being some of them actually important and having a run ruined after one or 2 days into it kinda sucks you feel me? thats why i was asking
Hello! I have one question: Can the requirement to wear a helmet be removed? I would like to use this filter to every my armor.
Working on it. For now you'll have to use original toxic air scripts.