Description

Adds new transitions to Anomaly based on New Routes Update 3. Update: now supports new maps Promzone, Grimwood & Yushniy.

Preview
Extra Level Transitions - Bonus Transitions
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Dhatri Author
Dhatri - - 584 comments

Bugreports, feedback and constructive critsizm are welcome.

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Mikagu
Mikagu - - 145 comments

This mod is like my grandma - hot, and i wanna bang it.

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PriZraKv01
PriZraKv01 - - 31 comments

why would I imagine that

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StalkerMonolith777
StalkerMonolith777 - - 32 comments

Wow ! i really needed a mod like this one. Thank you very much for making this !

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towelie60
towelie60 - - 120 comments

can you optionally add the radar <-> Jupiter UG route ? thats the only one i'm interested in sad you decided not to include it.

Pretty please.

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Dhatri Author
Dhatri - - 584 comments

Do like TheSmersh did, then I might include it. also the script is there. you can easily make the points yourself. What you need to do is grab the coordinates from the map.

Tbh I don't even remember where Cpt.Gunner put the transition in the Jupiter Underground. I made some preliminary screenshots of where *I* could imagine the tunnel from Radar to Jupiter Underground going to. A screenshot for reference where CPt.Gunner put the transition would be helpful here.

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towelie60
towelie60 - - 120 comments

Thank you, do you know any way to remove a stock transition in an ongoing game ? i disabled the stock transition between dead city and military but it only works on new games.

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Dhatri Author
Dhatri - - 584 comments

i had some trouble disabling the vanilla transitions too. the easiest way was to disable the corresponding links in "txr_routes.script".

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TheSmersh
TheSmersh - - 96 comments

Nice work! I've done another level transition Bar <--> Truck cemetery as extra tool for factions that enemy with Duty. Feel free to add this if you like.
; Truck cemetery <-> Bar

[lc_bar_truck_south]:lc_extra_level_transition_base
lc_extra_level_transition = true
story_id = lc_bar_truck_south
pos = 379.8, 13.4, -144.9
gvid = 1790
spot = level_changer_right
hint = space_restrictor_to_tc_desc
to_pos = -318.7, 20.2, -393.9
to_gvid = 5286

[lc_truck_south_bar]:lc_extra_level_transition_base
lc_extra_level_transition = true
story_id = lc_truck_south_bar
pos = -325.5, 21.2, -398.1
gvid = 5286
spot = level_changer_left
hint = space_restrictor_to_bar_desc
to_pos = 373.5, 12.3, -150.4
to_gvid = 1790

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Dhatri Author
Dhatri - - 584 comments

Alr. I'll have a look at it.
I will probabaly add a new one-way transition from Bar to Garbage aswell.

Edit: Had a look and I kind of like it. The entry point on the Bar side is nice (imagining hopping over fence and following the cliff).
The entry point on TC side is a bit tricky, took a little while to find it's trigger zone and there is no "immersive" landmark for me to latch onto. So I was thinking of making it a either one-way route from Garbage -> TC or moving the TC exit further north close to the Anomaly field. Many of the transition points I pulled over from the "New Routes" mod tend to be in or lead to at least semi-dangerous locations which I find a fair trade-off for the routes being available free of charge and on game start.

TLDR;

Bar -> TC probabaly yes, TC -> Bar not 100% sure.

Thank you for your suggestion! :D

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TheSmersh
TheSmersh - - 96 comments

Yeah i saw it that way too, but i oriented on where npc have their level transition points and it is in that big bush cluster. So transition i've made was not far from that point. Same thing goes in Bar.
And i had thoughts about placing my transition point closer to anomaly field but it's kinda close to old transition and you have easier time looting that anomaly field. So both variants have some downsides

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lf_family
lf_family - - 18 comments

Please add transitions for new level mod

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Vebic
Vebic - - 39 comments

just here to second the other comment and say if you can add a patch for the new levels mod please.
though tbh i get thats probably easier said then done, otherwise i'd do it myself.

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Dhatri Author
Dhatri - - 584 comments

Sorry for the delay. Got sidetracked on other mods.

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Vebic
Vebic - - 39 comments

Just saw this.

im guessing ill need a new save like usual :p?

either way you're a fucken god amongst stalkers. Thank you friend :) i'll probably do some testing later, but assuming it requires a new save then i may have to go do something to lose this invictus run.. XD

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Dhatri Author
Dhatri - - 584 comments

A new game is actually not needed. If you are not running the new maps yet then you have to start a new game.
When updating you only need to run through the deinstallation routine once as desribed on demonized's page.

When updating: load into your save game, disable the transitions in the MCM menu for demonized's script transitions, save your game, exit game, disable old transitions in mo2, start game, load into the save you just created, save again (favorably not overwriting old saves but creating a fresh one),exit game. enable the transitions for the new maps. after that the new transitions should be good to go in your curretn save-game.

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Aonestr
Aonestr - - 131 comments

Is there a way to make them buyable instead of free on start?

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Dhatri Author
Dhatri - - 584 comments

Sadly no. Since the new transitions are using Demonized's script they work completely independant from the regular transitions. I'd love to add that feature but my scripting knowledge is very limited. So there's a greater chance for more optional transitions (which are easy to make) rather than real improvements on the script functionality.
I realize this can a problem especially for a playthrough with "Accessible Zone " unticked yet again the transitions can be fairly easily disabled should you think it gives you too many an option to traverse through the zone. :)

TLDR; low chance of buyable extra transitions

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Aonestr
Aonestr - - 131 comments

I think i can adapt it by myself putting the values in trx_routes script. So, i will try it later, anyways thank you.

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Dhatri Author
Dhatri - - 584 comments

Please do. As I said I'd be most interested in including a pricing feature for the new transitions aswell.

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Robco2.0
Robco2.0 - - 114 comments

Dhatri

So I've been trying to get this mod to work under the pretext it was something of a complete package inspired by or simply made from another addon of a similar name.

You should update your mod DB description to reflect that this is actually dependent on Extra Level Transitions by TheMrDemonized. I had a fun time trying to figure that one out despite the obvious mod name hinting at something but the modding community goes in all sorts of directions with their descriptions.

Thanks the bonus transitions though!

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Dhatri Author
Dhatri - - 584 comments

Alright, fair critizism. I changed the description text. I hope I didn't cause you too much of a headache.

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SalamanderAnder
SalamanderAnder - - 39 comments

I've been looking for something like this for a while. The fact that wild territory didn't connect to grimwood really bothered me.

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Dhatri Author
Dhatri - - 584 comments

yea, looking at the layout in which the maps are placed the grimwood <-> wild territory transition seemed to make sense. glad you like it. :)

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BitoOblib
BitoOblib - - 249 comments

Hi there !

I looked at your mods after your answer under busy hands fix, ^^ thanks for it btw !

Do you know if this should work on top of gamma ? ( Which already has the demonized transitions addon, up to date, but also its own custom fixes about it, apparently. ) I took a screen of the crash log I get when loading a save, and of the file collides MO2’s showing.

I.postimg.cc

I installed everything but the new map toggle, and it’s very last in the load order.

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Dhatri Author
Dhatri - - 584 comments

it should work on GAMMA.

not knowing what changes to the transition scripts are made, i'd suggest only using the configs of the transitions, found in "gamedata/configs/items/items" and leave out the rest of the bonus transitions files from my mod e.g. scripts folder.

the error message would lead me to believe you have the package for new levels installed.
only choose !1! of the archives from the bonus transition download and if it's for GAMMA use "old maps".
the optionals should be compatible with GAMMA too except for the GW (Grimwood) - RF (Red Forest) alternate transition.

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BitoOblib
BitoOblib - - 249 comments

Thanks for your answer !

I looked at comparisons, the colliding files from scripts are identical; So if there were a collide it would have been from interactions with other files.

Anyway, it’s working just fine, it was my mistake ^^ Indeed related to new maps !
I misunderstood the folders structure by reading too quick, I thought the three additional folders were for old maps and not also for new maps… ^^ My bad !

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