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(Looking for additional devs) Reworked and more feature rich version of Dynamic Mutants addon (Needs re-rework)

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Dynamic Mutants Rework (Beta)
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Oiltanker Author
Oiltanker - - 209 comments

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

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geriatricaimer
geriatricaimer - - 32 comments

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!

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ElCaz4dor
ElCaz4dor - - 193 comments

What is So Overhaul?

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Oiltanker Author
Oiltanker - - 209 comments

It's in the requirements

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Oiltanker Author
Oiltanker - - 209 comments

it's alpha i plan to remove the requirement

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manzmnl
manzmnl - - 485 comments

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..

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Oiltanker Author
Oiltanker - - 209 comments

SO requirement removed

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Guest
Guest - - 690,283 comments

А старую версию dinamyc mutants удалять,или эту ставить поверх старой?

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Oiltanker Author
Oiltanker - - 209 comments

udalatj, no eto dla testinga, mod esho ne 100% gotov

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BarryBogs
BarryBogs - - 383 comments

cool mod but hopefully theres a version that doesnt needlessly rely on soundscape overhaul soon, holding off until then as well

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Oiltanker Author
Oiltanker - - 209 comments

Planned for upgrade from requirement to a compat patch or something

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lsandoval0000
lsandoval0000 - - 104 comments

Will be nice if you actually use dltx, so this mod won't be a future factory of conflicts.

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Oiltanker Author
Oiltanker - - 209 comments

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

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Green_Eyesman
Green_Eyesman - - 14 comments

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.

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Oiltanker Author
Oiltanker - - 209 comments

Cooperation is welcome, message me on my discord, as that is easier for me (link in desc)

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Aelf.86
Aelf.86 - - 15 comments

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

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Oiltanker Author
Oiltanker - - 209 comments

It adds completely dynamic mutant spawns, with completely dynamic AI (not hive-mind aggro), check it out

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OnlyaWanderer
OnlyaWanderer - - 168 comments

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

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Oiltanker Author
Oiltanker - - 209 comments

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.

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xren12
xren12 - - 59 comments

не работает мод! Он конфликтует.

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Oiltanker Author
Oiltanker - - 209 comments

Krutoj komment, estj li chto-to esho skazatj, ili eto vse chto ja dolzen znatj chtobi vse pochinitj?

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Aelf.86
Aelf.86 - - 15 comments

Thanks man, i will surely give it a try later to have some fun.

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Ra30R3
Ra30R3 - - 397 comments

Does it include nocturnal mutants addon?

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Oiltanker Author
Oiltanker - - 209 comments

no, what was it about? in any case number of mutants at night is increased dramatically.

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Ra30R3
Ra30R3 - - 397 comments

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.

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Oiltanker Author
Oiltanker - - 209 comments

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)

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xren12
xren12 - - 59 comments

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"

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Oiltanker Author
Oiltanker - - 209 comments

did you download first version or the second one? do you have DLTX and other requirements installed?

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xren12
xren12 - - 59 comments

последнюю, да.

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android_paperclip
android_paperclip - - 205 comments

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

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Oiltanker Author
Oiltanker - - 209 comments

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 :)

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android_paperclip
android_paperclip - - 205 comments

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

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Aphrodite_child
Aphrodite_child - - 99 comments

Thats happen because some other mod edits the relations template, you may fixe it if change prioritys on MO2

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Aelf.86
Aelf.86 - - 15 comments

I have nocturnal mutants installed, does this mod confict with the aforementioned?

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Oiltanker Author
Oiltanker - - 209 comments

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)

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Aelf.86
Aelf.86 - - 15 comments

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?

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serega656
serega656 - - 29 comments

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

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bniggus
bniggus - - 10 comments

same error here

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Oiltanker Author
Oiltanker - - 209 comments

fixed in new update

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SniperHellscream
SniperHellscream - - 981 comments

You could also add spawns from unused mutants as well.

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Oiltanker Author
Oiltanker - - 209 comments

that will be an additional feature, that will be considered after beta

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Petrenka
Petrenka - - 54 comments

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:

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Oiltanker Author
Oiltanker - - 209 comments

interesting, did you do a clean install?

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Petrenka
Petrenka - - 54 comments

I uncheck old version in MO and checked the new one

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Oiltanker Author
Oiltanker - - 209 comments

itneresting my mod does not have m_boar.ltx, so i guess you're using old files somewhere

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Guest
Guest - - 690,283 comments

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

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Oiltanker Author
Oiltanker - - 209 comments

you can see in the `dynmut_spawn.script` in the level configuration table

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Guest
Guest - - 690,283 comments

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.

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serega656
serega656 - - 29 comments

В оригинале так-же ,контролер их зомбировал .Это не шибка мода .

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Oiltanker Author
Oiltanker - - 209 comments

The guy above said that that is not an error, because they were 'zombified'

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Guest
Guest - - 690,283 comments

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

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Oiltanker Author
Oiltanker - - 209 comments

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

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