(Looking for additional devs) Reworked and more feature rich version of Dynamic Mutants addon (Needs re-rework)
Applicable license: GPL 2.0
DOWLOAD LINK: (MEGA), (GOOGLE DRIVE)
NEEDS RE-REWORK! Logic is not up to par. Several things need to be changed.
REQUIRES DLTX! Seriously, do yourself a favor and install DLTX
Reworked version of Dynamic Mutants addon made less cumbersome and bloated.
Features:
- Removed all monkey-code copypasta
- Completely dynamic spawn system
- Dynamic pathing
- Dynamic mutant AI (with ambushes* for lab/indoor levels)
- Proper Day/Night cycle
- MCM settings
Requirements:
P.S.
Post all errors in the comments and/or discord.
My modding discord (link)
18-03-2023
- fixed logical error when first spawning mobs on level change.
16-03-2023
- Reduced mob population on smaller levels, really decreased for starting levels.
- No player distance check for spawning on level change.
11-03-2023
- staggered/cached aggro and updates for more performance
- more stable mob unstocking (checks special mobs and dynamic ai fix for teleported mutants)
- dynamic mutant script improvements
- less mob population in starting locations
06-03-2023
- more major fixes
- fixed logic breaking on teleport
- better mob un-stuck-ing
- fixed debug settings affecting game
01-03-2023
- major spawning improvement
- some stuck spawns are prevented
- added mob un-stuck-ing script
- lowered default amount of mobs at night due to performance
25-02-2023
- bug fixes
- fixed mutant loot, too much drops for not mutants parts items
24-02-2023 hotfix
- more bugfixes
- less game-braking mob removal
24-02-2023
- bug fixes
- added current spawned mobs to histogram calculation
- added callbacks for custom/modpack configuration
23-02-2023
- DLTX in most of the files
- removed unnecessary file overrides
- SO no longer required
- some bugfixes
22-02-2023
- initial upload
Requirements- SO oVerhaul.
Sadly, pass for me. SO completely kills the actually good ambience Anomaly has, it sounds worse with it.
Shame, your mod sounds amazing!
What is So Overhaul?
It's in the requirements
it's alpha i plan to remove the requirement
SO actually has an option (or was it even by default?) to play mutant sounds only when real mutants are nearby. In vanilla there are lots of fake mutant sounds. However it's very well a matter of taste though..
SO requirement removed
А старую версию dinamyc mutants удалять,или эту ставить поверх старой?
udalatj, no eto dla testinga, mod esho ne 100% gotov
cool mod but hopefully theres a version that doesnt needlessly rely on soundscape overhaul soon, holding off until then as well
Planned for upgrade from requirement to a compat patch or something
Will be nice if you actually use dltx, so this mod won't be a future factory of conflicts.
I did some sort of a mistake when porting with dltx, that's why i did not use it in ALHA version, that is currently being worked on
Maybe someday, someone will add their own loot to new mutants? And then from a beautiful fox - a mangy tail. And do something to make foxes afraid of people. :)
Don't want to cooperate? I myself wanted to develop this mod, add new relationships between mutants, change the description of new creatures, add parts to new mutants and add some lore creatures (taken from the description of the Exclusion Zone), but I'm sick of writing scripts.
Cooperation is welcome, message me on my discord, as that is easier for me (link in desc)
Hello. i want to know, what does this mod do exactly?
Does it place mutants in unpopulated areas thus making my experience more perilous through the zone?
I have always wanted an addon that for example can place mutants in the forest around Vehicle Cemetery
It adds completely dynamic mutant spawns, with completely dynamic AI (not hive-mind aggro), check it out
They can spawn literally anywhere??? How does this really work? I really would like a mutants balance mod in my gameplay but I don't feel like shooting in the dark like this.
Do you ever plan to do a vídeo or a more detailed description on the future?
Edit: I saw the original addon. Jesus Christ it was a fine way to break the game
it enumerates level terrain in 3 height passes and builds and then cheches valid spawn points, those points then filtered to desirably be a little further away from existing smarts, then a random selection is done.
after that when a pop update is being done, a quick map histogram is built of existing squads, then mutants are spawn in least populated ones.
не работает мод! Он конфликтует.
Krutoj komment, estj li chto-to esho skazatj, ili eto vse chto ja dolzen znatj chtobi vse pochinitj?
Thanks man, i will surely give it a try later to have some fun.
Does it include nocturnal mutants addon?
no, what was it about? in any case number of mutants at night is increased dramatically.
Mod from same author - Moddb.com
Also, any chance for rework of this one - Moddb.com ? Same author and designed to be used alongside dynamic mutants.
As it currently is there is a LOT of mutants at night, and they are respawned every game hour, test it out and tell me your experience, one thing is writing functionality, achieving right balance is another (better reported directly to me on my discord)
Check this file and its DLTX mods:
"i:/games/stalker bosspack v1.20/bin/..\gamedata\configs\system.ltx",
file with section "m_boar.ltx",
file with duplicate "mm_boar_big_monster.ltx"
did you download first version or the second one? do you have DLTX and other requirements installed?
последнюю, да.
I have a request of you, you wonderful person. would you be willing to edit the relations for the fox, chicken, and german shepard of Dynamic Mutants so that stalkers won't shoot them? I always get sad when a Loner guns down a doggie in Rookie Village or a pretty fox out in the *** end of nowhere. thank you for your time, and thank you for the mod. I love you
does it happen with this mod? i believe passive mobs do not spawn. Not yet enabled, as it's alpha, functionality comes first you know :)
being honest I have yet to try your mod, I simply made a request of something that I myself failed in doing. take your time though, don't feel rushed! you're fixing up one of the coolest mods for Anomaly, which also happens to be one of the most broken. thank you for your work, we all really appreciate it :D
Thats happen because some other mod edits the relations template, you may fixe it if change prioritys on MO2
I have nocturnal mutants installed, does this mod confict with the aforementioned?
it conflicts with anything that is original mod related, this one is better in AI, spawning and performance and stability (once everything will be up to 100%, mostly there already)
One single question, and do excuse me Sir, i am not so very good sometimes installing mods.
I downloaded it and tried to install it
I used JSGME for the gamedata folder
and the dropped the db folder in the root folder but i got a crash to desk
How can i install propperly?
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: h:/anomaly1.5.2 pre\gamedata\scripts\dynmut_spawn.script:954: DynMut Spawn | ERROR: Population update co-routine yielded error.
WITH STATUS:
h:/anomaly1.5.2 pre\gamedata\scripts\dynmut_spawn.script:887: attempt to index a nil value
Последняя версия , DLTX установлен .Конфликтов в MCM нет . Спасибо за мод !С новой игрой та-же ошибка
same error here
fixed in new update
You could also add spawns from unused mutants as well.
that will be an additional feature, that will be considered after beta
Expression : <no expression>
Function : CInifile::Load::<lambda_41e692f82b15cdd5dd0e343b48bafd7e>::()::<lambda_f00eb760675ec2f4bca40917f84a649a>::operator ()
File : Xr_ini.cpp
Line : 366
Description : fatal error
Arguments : Duplicate section 'm_boar_big_monster' wasn't marked as an override.
Override section by prefixing it with '!' (![m_boar_big_monster]) or give it a unique name.
Check this file and its DLTX mods:
"d:/games/s.t.a.l.k.e.r. anomaly sense 0.9e/anomaly-1.5.2/bin/..\gamedata\configs\system.ltx",
file with section "m_boar.ltx",
file with duplicate "mm_boar_big_monster.ltx"
stack trace:
interesting, did you do a clean install?
I uncheck old version in MO and checked the new one
itneresting my mod does not have m_boar.ltx, so i guess you're using old files somewhere
what does the day multiplier and population sliders actual do? i see there are values but doesnt seem to be info on what the values actually adjust lol cheers
you can see in the `dynmut_spawn.script` in the level configuration table
also seems to totally break ai, at least in warfare :(
here's an example of what just happened.
on a smart, the military had 2 squads there, and it seemed a controller had spawned there as well. while the controller was alive, they would completely ignore me, even if i shot them or killed one right next to another. however, if i killed the controller, their ai seemed to resume as normal, they would immediately take notice of me and behave as they should.
В оригинале так-же ,контролер их зомбировал .Это не шибка мода .
The guy above said that that is not an error, because they were 'zombified'
interesting, wouldnt zombies still react at all to getting shot though? i would think they would do something other than stand around upon being shot - when shooting a zombie for example they will just about immediately return fire
Yes, but now they aggro on sound. maybe too low sound aggro params. And in vanilla, zombies also behave stupid like that, sorta, so you know