Adds new transitions to Anomaly based on New Routes Update 3. Update: now supports new maps Promzone, Grimwood & Yushniy.
More extra transitions for Anomaly 1.5.2
This is a set of new coordinates for extra transition points using Demonized's transition script (https://www.moddb.com/mods/stalker-anomaly/addons/extra-cordon-darkscape-transition).
It adds most of the available routes from the "New routes" mod (https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-new-routes) but using Demonized's transition script.
I left out the Radar <-> Jupiter UG route.
-> whereas it wont show you conflicts, these mods are not compatible
MCM is strongly suggested to easily access the deintall/update of the new transitions.(https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-mod-configuration-menu)
Old transitions are now removed by a script provided by xcvb. Thank you!!! <3
All extra routes will be available for free and can be used on game start.
Some pictures showcasing the new transition:
Yellow lines new 2-way transitions.
White lines are 1-way transitions.
Green lines are optional routes.
Red circles indicate an altered vanilla transition into a script transition.
UPDATE 1
I took the freedom of moving Qball's original shortcut from Bar to Garbage more to the west so it's not sitting in the middle of the road anymore but you will have to deal with the pack of dogs when wanting a shorter way. In case you dislike this I have left Qball's coordinates in the files. They would need to be re-enabled while disabling the definition I made. Both coordinate sets are appropriately named (they carry the same ID actually).
If you are updating and do want the moved shortcut from Bar to Garbage then YOU MUST RUN THE DEINSTALL ROUTINE ONCE as described below in *Configuration. Otherwise funny things may happen.
Also added in Update1 is 1 shortcut from western Bar to Garbage and a suggested route from Bar to truck Cemetery. (coordinates provided by TheSmersh, moved entry/exit on TC side further north than suggested tho.)
UPDATE 2
Added/reworked existing transitions according to new maps. Fixed facing directions.
When updating unistall routine must be run once.
UPDATE 3
Re-worked file structure to not usurp other transition mods' configurations.
Added 1 new optional route from Truck Cemetery to Outskirts. (Not balanced, much too easy access to northern territories.)
Added 2 new optional exit/entry tweaks for Grimwood <> Red Forest & Rostok <> Army Warehouse.
Install
TheMrDemonzed's script transition mod must be installed in order for the new bonus transitions to appear (link at top of the page).
Mod Organizer2:
- select EITHER ONE of the options for new maps OR old maps
- optionals will work with new maps only (bar-warehouse exit realign will work with old maps too)
Manual:
- choose the appropriate file archive for EITHER new OR old maps
- drop selected /gamedata folder into Anomaly root folder
Uninstall
Mod Organizer2:
- to disable the new transition 1st use the attached MCM menu provided by Demonized to delete the transitions
- untick mod in load order window
Manual:
- to disable the new transition 1st use the attached MCM menu provided by Demonized to delete the transitions
- remove files with the name "items_extra_level_transitions_*.ltx" from \gamedata\configs\items\items
- remove lc_extra_transitions.script / txr_routes.script(old maps) / zzz_transition_remover_*.script from \gamedata\scripts
*Configuration:
Configuration changes should be made before starting a new game. Should you not like the transition configuration in your current game, you will have to run through the uninstall process described on Moddb, then reinstall and follow the procedure below.
Each of the new transitions can be disabled by simply commenting it out in the corresponding *.ltx file. You need to do this from outside of the game. (I know it's not very comfortable.)
E.g. you don't like the upper transition between Red Forest to Dead City then you'd find the "items_extra_level_transitions_deadcity.ltx" and disable (comment out) everything related to !one! transition point. You disable lines by putting a " ; " infront of the line.
The transition between Dead City to Red Forest via the sewer pipe is disabled, in case you want to make it go to Red Forest again (like in New Routes mod) you can do this by re-enabling that transition in "items_extra_level_transitions_deadcity.ltx" and disabling the transition from Dead city to Yantar in "items_extra_level_transitions_yantar.ltx". The transition zones should be aptly named and easily identifyable.
Credits: Demonized, AlphaLion, Cpt. Gunner, GhenTuong, Jurkonov, Qball, TheSmersh, Solais, xcvb, RavenAscendant
Average
1012 votes submitted.
Bugreports, feedback and constructive critsizm are welcome.
This mod is like my grandma - hot, and i wanna bang it.
why would I imagine that
Wow ! i really needed a mod like this one. Thank you very much for making this !
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.
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.
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.
i had some trouble disabling the vanilla transitions too. the easiest way was to disable the corresponding links in "txr_routes.script".
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
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
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
Please add transitions for new level mod
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.
Sorry for the delay. Got sidetracked on other mods.
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
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.
Is there a way to make them buyable instead of free on start?
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
I think i can adapt it by myself putting the values in trx_routes script. So, i will try it later, anyways thank you.
Please do. As I said I'd be most interested in including a pricing feature for the new transitions aswell.
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!
Alright, fair critizism. I changed the description text. I hope I didn't cause you too much of a headache.
I've been looking for something like this for a while. The fact that wild territory didn't connect to grimwood really bothered me.
yea, looking at the layout in which the maps are placed the grimwood <-> wild territory transition seemed to make sense. glad you like it. :)
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.
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.
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 !