Introduces nighttime attacks by nocturnal mutants. -- After sunset, these mutants leave their lairs and start roaming around the map, hunting, and inevitably get attracted to and attack human settlements, bases, passersby on roads, near tunnels, etc. -- This is 'likely' to happen each night, as long as it is dark outside. -- The danger lasts the whole night, manifesting in up to two waves of nocturnal mutants in the current map. ---It does NOT modify the spawn system in DocX CotZ. Arrangement of a Re-UPLOAD of a missing mod for Anomaly and arranged to work for a DocX CotZ vanilla install
Dynamic Nocturnal Mutants v1.25 for DocX CotZ arranged by SteamMod July 2022
I did not do squat except pull this mod out of THIS mod (Pack of the Zone):
Moddb.com
Who in turn got it from here (DYNAMIC NOCTURNAL MUTANTS V1.25 for Anomaly):
Moddb.com
Which was a reupload of a previously missing but wanted mod by the community.
Go there to read and understand the entire description and history (though it will be for Anomaly it is still vaguely relevant for DocX CotZ).
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DESCRIPTION
Introduces nighttime attacks by nocturnal mutants. -- After sunset, these mutants leave their lairs and start roaming around the map, hunting, and inevitably get attracted to and attack human settlements, bases, passersby on roads, near tunnels, etc. -- This is 'likely' to happen each night, as long as it is dark outside. -- The danger lasts the whole night, manifesting in up to two waves of nocturnal mutants in the current map. ---It does NOT modify the spawn system in DocX CotZ.
They will retreat with the first light, and the area will become safer again.
- And are likely to come again the following night. - So better plan out and maximize your activities during the day.
"Creatures of the night": - Chimera, Lurker, Bloodsucker, Zombies, Fracture, Tushkanos, Rats.
( - First three are nighttime predators, -- Zomb/Frac are for "creepy nights". )
Expect: - swarms of rodents, up to: 2-3 bloodsuckers, 2 lurkers, chimera(+lurker/s), 2-5 zombies, fractures...
(- Snorks, Burers, Controllers, Geists, Karlik, Giant, dogs, cats - are not included in thhe default addon but can be user edited in if desired.)
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INSTALL
(works best on unmodded DocX, see step 7 for merging modded games)
1,--Make a back up copy of your gamedata folder(ie.STALKER CotZ\gamedataCopy)
2.--Drag gamedata from "Dynamic Nocturnal Mutants v1.25 for DocX" archive to
X:\MyInstallPath\S.T.A.L.K.E.R. CotZ\
Drag the gamedata into that folder, but NOT on top of any gamedata folder that may be there already.
3.--Let it overwrite files. Take note of files overwritten as you may need to do a merge, especially if you have already modded your game. If this overwritten file is "axr_main_options.script," see step 7.
4.--Run the game.
5-- Under the game tab, look for NOCTURNAL Mutants (%) and select the number of mutants you want, 30 is fine though you can go all the way up to 90-100, which might be good just to test things out.
If you do not see NOCTURNAL Mutants (%), check step 2 and insure you did not drop the gamedata folder in the wrong place, ie common mistake is the newly dropped gamedata folder is INSIDE the already existing gamedata folder.
6.--You can game or even sleep until 1900-2000 hours to test the mod as STALKER NOCT type chatter messages should start to appear, warning of the mutants. Then usually after 2000hrs the waves start appearing and you'll know the mod is working fine. If the mutants do not appear, try it again the next night
MERGING MODS
7--If you have other mods installed, you may have a CUSTOM axr_main_options.script file! If so, you should file compare line-by-line with your backup as that file may have pointers to other mods installed.
If so copy /paste those lines from your backup "axr_main_options.script" file (STALKER CotZ\gamedataCopy\scripts),
into the axr_main_options.script (now in your STALKER CotZ\gamedata\scripts folder earlier copied from "Nocturnal Mutants archive file)"
FYI the line added to axr_main_options.script to make "Nocturnal Mutants" work is below:
--find the below line in X:\MyInstallPath\STALKER CotZ\gamedata\scripts\axr_main_options.script
debug_ typ="list", list={1,5,10,20}}
--copy and paste below this line
-- added for 'Dynamic NOCTURNAL Mutants'
menu.gameplay_options["dyn_noct_mutants_attacks_strength"] = {default=30, debug_ typ="list", list={0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100} }
-- end copy and paste
-- character portraits
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UNINSTALL
Replace with your copied backup gamedata file
(Not sure what will happen with a saved game, but no new items or mutants were introduced).
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Questions and Answers
Q: Is this mod compatible with "XYZ" mod?
A: If it changes axr_main_options.script, you have to merge as per step 7.
Q:I want feature "ABC" together with "PQR" options
A: I just arranged the mod, did not create squat, so other than you changing up the mutants (see errata further below), regrettably, you have to wait for someone else to do it.
Q: When can I expect to see an update?
A: Unless there is some obvious sillyness I overlooked in arranging this for a DocX vanilla install, probably never. I think it is fine as is.
Q: There is Dynamic_Mutants_v1.42 for Anomaly, when can we get that converted?
A: Yeppers, someone will have to do that for DocX sometime,.........yep.
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ERRATA
If you want to change out the mutants in the invading waves, edit the below file:
X:\MyInstallPath\S.T.A.L.K.E.R. CotZ\gamedata\scripts\___spawn_dynamic_nocturnal_mutants.script
An alternative gamedata folder is included with a slightly different arrangement of monsters so you get an idea what you can do, It has less bloodsuckers and rats, but more boars, dogs, a controller and some cats.
-Open with text editor and replace monsters as desired (replacing might be best as not sure what will happen if you just add without deleting /deleting without adding).
-Insure mutant names are correct.
-Doublecheck with ....\gamedata\configs\creatures to get the right name.
(If you break something, yeah welcome to modding).
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Credits
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Original author >>>created by bmblbx176 (Leviathan)
Re-upload for Anomaly by reter
Updated for DocX Pack of the Zone gamedata upload by Zealot_K
Separated out and arranged for a vanilla DocX install by SteamMod
Average
9.65 votes submitted.
Good idea to have uploaded this awesome addon !
Thanks
It was actually your implementation of it in your gamedata pack that I was able to figure out how to re-arrange it as a separate addon for DocX!
Can this mod be used without having to do a new game?
Yes you can add and remove it, re-add, I did not notice any issues.
If you switch back and forth between different repacks you downloaded, and if you notice several days go by and no announcement of monsters, remove the mod, run the game >save >quit and re-add the mod and it should behave normally again.
I love that this addon exists but **** this addon.
Do not take this the wrong way. :D
Wow! Tough crowd
If you do not like the default mutants, just change them out in the
X:\MyInstallPath\S.T.A.L.K.E.R. CotZ\gamedata\scripts\___spawn_dynamic_nocturnal_mutants.script
so if you want just nusance mutants, replace the others with the cats and rat types,
or zombie apocalypse, etc, switch out for those types you want
More info in the instructions above
Nah, I voted 10 on this because it deserves it. I'm just a huge pussy and don't even go out at night in vanilla. Installing this addon would just give me more reason to be a huge pussy. Thanks for the reply though, I appreciate it.
Ok, gotcha. Yes, This game can be absolutly terrifying. Im hard pressed to remember a similar game to compare it to that can elicit such fear even all geared up and with companions.
It's the true reason there are so many nightvision variations in my Enhanced Vision Tweaks addon.
(shameless plug, download here Moddb.com)
...
(none remove the FEAAAR)
When you combine this add-on, the Sounds Revamp from Mahzra and the Dead Air ambient... ufff my brother, The Zone sure get's scary at night!
Already got a radiation armor, a nice shootgun, and damn, i just try to guard my homies in the base when the night falls!
10/10!