13 new routes between levels to add some variety travelling around the Zone.
The goal of this addon is to make at some areas that would otherwise be almost unused more playability and facilitate the transition between levels through alternative routes.
All new roads can be opened by finding the coordinates in the pda of the dead npcs, some of them even by finding the corresponding map.
New routes:
- From Cordon to Darkscape (via railway tunnel)
- From Yantar (behind the laboratory) to Dead City (south-west)
- From Wild Territory (southern gate) to Agroprom (northern abandoned gate)
- From Radar (Pripyat tunnel in the north-east) to Jupiter Underground (railway hangar)
- From Jupiter (western tunnel) to Zaton (Iron Forest)
- From Jupiter (container warehouse south-west) to Limansk (river bank)
- From Zaton (Ranger Station) to Outskirts (north-west near Prometheus Movie Theater)
- From Chernobyl NPP south to Chernobyl NPP north (eastern route)
- From the Army Warehouses (near Corpse Disposer Anomaly in the east) to the Truck Cemetery (eastern route)
- From Wild Territory (western railway gate) to Dead City (south-east)
- From Yantar to Dead City to Red Forest (through the sewer drain)
- From Zaton (Krug Antenna Complex underground) to Deserted Hospital
COMPATIBILITY
These files are edited, so make sure to back up them if you want to revert the changes:
- gamedata\spawns\all.spawn
- gamedata\scripts\txr_routes.script
- gamedata\scripts\ui_pda_npc_tab.script
- gamedata\configs\sr_teleport_sections.ltx
- gamedata\configs\text\eng\st_dialogs.xml
- gamedata\configs\text\eng\st_levels.xml
- gamedata\configs\text\rus\st_dialogs.xml
- gamedata\configs\text\rus\st_levels.xml
A NEW GAME IS REQUIRED !!!
INSTALLATION
- Simply unzip and copy the files into your Anomaly folder and overwrite any instances of older files.
CHANGELOG:
UPDATE1
- moved the level change point from Yantar to Dead City to avoid the psy field
- added the right description to the transitions between Chernobyl and the other levels
UPDATE2
- corrected bug when travelling from Army Warehouses to Rostok
UPDATE3
- added new routes
- reworked some existing routes
- some transitions and exits from levels have been moved or repositioned
Update3.1
- added compatibility patch for "Leven Transition Travel Simulator"
Update3.2
- added compatibility patch for "Companion Dialogues"
Update3.3
- added compatibility patch for "Anomaly Radio Extended" (requires a NEW GAME)
I will not install it for now because I'm not going to start a new game, but magnificent idea. Especially you find the routes in PDA of other Stalkers ... 10/10
Me encanta la idea pero lo pondré cuando termine con la campaña de la facción de pecado👍
I was literally just thinking about how I missed transiting From Zaton to Jupiter from the Iron Forest this morning! Awesome work mate!
Nice! You actually took 2 of my suggestions and made it a reality. New game is worth it, if I could go in and out of agroprom from rostok to hunt down army guys at night.
same, i always though some places needed more ways to go though another level but i'll pass it for now, i wan't to finish my current save game first
cant you just spawn them routes via script methods? without touching all.spawn?
probably but needs a lot of work behind and a lot of code
Tested a few minutes ago (new game with "Accessible zone" ticked and g_god 1).
I started from Rostok to reach Outskirts with the following route: Rostok, Agroprom, Yantar, Dead City, Limansk, Jupiter, Zaton, Outskirts. Each level transition worked as planned.
Some feedbacks:
1. I came face to face with a group of 5 soldiers when I arrived in Agroprom. They seemed to want to take the level transition. I guess the A-Life will benefit from these new routes. This could create some interesting situations.
2. The level transition for Dead City in Yantar is in the area of a psy field. Maybe the level transition should be moved back a bit to avoid it unless it's intentional.
3. A CTD between Zaton and Ouskirts but I think it's not related to your addon. I reloaded my savegame, everything worked fine. I think my computer didn't appreciate my speedrun through seven levels.
4. I found that four level transitions, three of which are from the base game, show "aes2_space_restrictor_to_aes_descr" instead of "to (level name)". On a new game without your addon, everything is fine for the last three.
Anomaly New Routes:
-From Chernobyl NPP north to Chernobyl NPP south (eastern route)
Base game:
- From Zaton north to Chernobyl NPP south
- From Chernobyl NPP north to Chernobyl NPP south (western route)
- From Pripyat north to Chernobyl NPP south
Anyway, thanks for this addon and the time you spent on it. It's a great job!
(PS: I agree with TheMrDemonized. If possible, it's better to not modify the all.spawn file.)
probably the dead city to yantar psy field is the miracle machine, he could move it a little further from there to the ecologists bunker so the miracle machine won't fry your brain especially if you start an merc run and if you wan't the psy helm asap
Corrected point 2. and 4., thanks for suggestion!
Regarding all.spawn... yes, i know it's dangerous to modify it but the only thing i've done is to add a few sections without touching the existing ones, and for now it works! ;)
Thanks for the update Cpt.Gunner. ;)
I would rather suggest moving the transition point from dead city into yantar (yantar side) to be moved to the north-eastern pipe tunnel. It's outside the psi field and makes more sense than the west side of X16 IMO
I wonder how hard it would be to have a literal level in between these cities, like a seamless transition. a small little path you could walk.
Ты - мастер !!!! Гений!! 100 на 100 !!!
1. Правда на самом деле от Радара (Припятский туннель на северо-востоке) должен выходить на заваленный туннель Армейских складов (база "Свободы").
2. Юпитер Метрополитен (большой железнодорожный зал) соединяется с туннелем в Рыжем Лесу ( где находится шахта, на нижнем уровне)
3. Есть еще три точки - одна на Радаре (скоростной туннель (где дверь с кодом) и еще один (военный бункер с взорванным переходом Стрелком, когда он убегал от Шрама в Чистом Небе) Он находится возле моста в Рыжем Лесу, переход на Лиманск. Третья в лаборатории Темной Долины, она соединяет Лабораторию на Генераторах. Можно использовать и их.
4. P.S. Ваша работа - это работа мастера. Это не критика, а просто информация для Вас. Эти переходы есть на самом деле в других вариантах Сталкера - "Чистое Небо", "Возвращение Шрама" и "Народная Солянка". Они соответствуют истории по Сталкеру. Но Вы художник - Вы так видите ))) Спасибо большее за аддон )))
I noticed a bug that when moving to Rostock from the Army warehouses, I return to the Army warehouses again
Thanks mate, now it's ok ;)
No, I still have a problem . Doesn't update 5 require a new game again?
yes, it requires a new game, sorry!
Is there anyway that a lite version could be made, as I love some of the new transitions, but some are just too OP or redundant for me to consider using, which puts me off the mod as a whole.
The main transitions I have issue with are;
Agroprom to Rostok - Doesn't make sense to me, as if you're arriving at the North Checkpoint, then it's implied you travelled through the Wild Territory, but your mod basically allows us to bypass it completely. Feels like a cheat.
Yantar to Dead City - Redundant due to the already existing transition between those levels.
NPP to Generators - Another one that feels redundant due to already existing transitions.
Zaton to Outskirts - Feels like too big of a jump between levels, similar to Agroprom to Rostok, you're basically just allowing us to skip over entire levels. This is the least offensive in the list though.
Idk how hard it would be for you to make a cut down version of the mod, but this is my feedback on it regardless. If such a version was created I'd use it 100%.
Thanks for the feedback, i appreciate your opinion about my work. My intention was to open new routes (secret paths or shortcuts if you prefer) to have a different approach or strategy travelling between levels. Not necessarily the transitions must be logical at 100%, but only increase the playability.
At the moment i've no time to re-mod it but i will think about. :)
No worries! I'll maybe have a look at making an edit of the mod myself if I manage to find the time to dig into it.
Thanks for the reply :)
The yantar one is meant to make merc runs a little less harder, without it you had to go to the other side of the map from army warehouses and take the level transition to truck cementery if i remember correctly and go all the way down to cordon from darkscape then go up again from garage and take the level transition from garage to wild territory just to get the psy helm, you can't cross directly to yantar because the miracle machine, also you can't cross rostok because duty is there, so yeah it makes merc runs a bit unfair especially because you already start a bit to the north so enemies are already well equipped and you can encounter with some monoliths and they can kick your *** without effort, also a lot of people really don't like to be in a walker simulator so even if maybe makes mercs runs a bit boring at least you don't want to bang your head in the desk for when you had to walk 40 minutes irl just to get the damn psy helm
Perfect, i'll update as soon as i'm ready to start a new game. Thanks for the new routes. P.s. what about adding a route to Jupiter/zaton from Deserted Hospital?
I've thought about it, but three transition points on such a small level are too many for me
Yeah, i understand. But we need some ration reason to go to deserted hospital. The fault of Anomaly is that it doesn't have some fixed (high) level loot spawn zones, expecially in dangerous and distan areas, such as D. Hospital, Darkscape and the various labs, so, besides those related to quest, there is no real reason to go to about 1/3 of maps, expecially if you have a mod that limit the use of fast travel.
So, at least, a shortcut that permit to go from some of such useless areas to others, could be a solution. Another would be the adding of stashes with fixed-always spawn loot. At the moment, there is nothing like that.
But it's not your fault: you mod it's awesome.
Have you tried this addon? (TB'S 475 NEW STASH LOCATIONS V1.4) It adds hundreds of stashes and makes more sense to travel to those areas otherwise a little useless
It's... it's exactly the mod that i always hope that someone made, one day, thanks, i'll try!
I don't agree with everything author. Some transitions that you demonstrated are too naive and fantasy (Limansk-Jupiter, Outskirts of Pripyat-Zaton), but there are really worthy transitions that must be! Thanks a lot. 10/10
Could you please make a patch for Anomaly Radios Extended since it also edits the all.spawn file?
+1 here, would be cool to DLTXify the changes, I'll try tomorrow, no promises tho
i don't think all.spawn would be ever dltxyfiable lol dat word
EDIT: I'm an idiot: when i zoomed in, i've found it. Problem solved, 10/10 to this mod
Hey, i've started a new game, but i don't see any marker for the transition point from rostok to agroprom. Maybe it's hidden, and should be discovered? But i see the other markers, like that from Limansk to Jupiter
Edit: ok, no problem! :)
seems strange, everything works fine for me... let me know your starting faction and if you have chosen the accessible zone (new routes are hidden only if you unmark it)
These new routes don't seem to get added to a save that has Accessible Zone turned on
Also, in a new run with Accessible turned off, I don't see any option to purchase info on new routes from traders?
I think this is incompatible with Anomaly Radio Extended: Moddb.com
Both have all.spawn
Thank you!
Do you plan to make a more simple version without need to new game? Just simply new transitions? This would be neat
great idea, will try on my next run. Everything seems logic, except NPP north to generators. kind of odd. D. Hospital route is like next to it. So... odd
everything else is ok
Nice idea. If only it was feasible to add in mini-levels to act like secret passages for the new routes.
In vanilla with limited routes on you would have to pay for hidden routes. Could this be implemented? Some of these routes are skips so it would be a good way of balancing with rouble walls.
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Thanks for the mod :)
For some reason, the confirmation window don't prompt (do you want to travel - yes or no) but only with your custom transitions, the other works just as usual. I checked the files and didn't find why or how I could enable it. Any clue ?
I ask this because when you come to Yantar from Dead City, you are spawned facing where you came from, and without the prompt it's easy to end up in loading screen 3 times in row x)
ill try it out today
very nice mod. any chance to add the extra routes to the traders so we can find and buy them?
i also would love to see more transition points between truck cemetery and army warehouses.
Could you make a new transition from Wild Territory (near railroads at the North-West to Dead City (so it would make sense how Mercenaries got there without their brain near Yantar.
Hi there!
Is there a way to make a version of this mod without using the all.spawn? Unfortunately it conflicts with the Storylines mod, and other modders say you can do it without that file. I would love to use your mod as your transitions look really good!
Seconding appreciation for the great work! But also seconding the idea that this would be better as a script-only mod. I think all of your additional transitions are great lore-wise as well as aesthetically.
Nice!!
Cpt.Gunner, please include a Patched all.spawn file for Anomaly Radio Extended: Moddb.com
I run 300+ mods and this is the only conflict involving all.spawn.
Please, it's a popular add-on, deserves patch.
I suppose this mod is not compatible with SarisKhan´s Leven Transition Travel Simulator?
Yes, but I will add a patch for that addon soon.
Tested it again and it said it doesn't look valid.