I must say right away that the pack of locations is not my authorship.
From the author:
Location pack for anomaly 1.5.2, early test.
- Added Limansk, United Rostock, Polyana, united NPP from ULLP and Pripyat, Amber source locations from 1.5 from 2C Lyric
- Small edits of the Sprout, correction of smoothing, grass, glass models, etc.
- Slightly modified the first training task of the Fan
- The clearing was introduced into the simulation
- A lot of old smarts and quads have been removed, the number of grouping bases has been greatly reduced
Description of locations:
- An extended version of the Glade location from its author has been added, but this is not the final version from Dollchan, this version is from MLR.
- Limansk has been made less corridor-like, many passages are open at this location, including, for example, a passage to the antennas
or a residential courtyard opposite the Radio Communication Research Institute.
- The bar and the Sprout were combined (MLR version), the location was expanded, and many buildings were opened for research.
- The Chernobyl Nuclear Power Plant has been merged (MLR), some original bugs have been fixed, and some buildings have been opened for research.
- Pripyat (from CoP) got edits from CoC 1.5, the school was expanded and a high-rise building next to the "Vine" anomaly was opened
for research.
- Amber got edits from CoC 1.5, the bunker itself was expanded (at the same time, I made it not quite look like a bunker
from the vicinity of Jupiter from the inside), several open hangars were added on the territory of the complex.
Small answers to questions:
- Who are you?
I am the one whose spawn was used in Anomaly by editing the SDK without my knowledge.
- So you still had the source code of the locations?
No, this pack was filed from scratch, by adding and editing a lot of old quads, smarts, objects, etc.
The SDK was changing day by day, and at that moment no one asked me to publish the current sources.
- Does the plot work?
I don't know, I haven't checked.
- What are your future plans?
To test what is available. If the outcome is favorable, the available sources will be published, and I will transfer the rest
their locations for this game, editing groupings, items, balance, and more. It will be a completely new project with its own vision and its sources will not be published. Although significant changes have been made here, I have tried to preserve
the original as much as possible.
- Will you continue modding on anomalies?
Definitely not on 1.5.2, only on 1.6, if it suits me, because the current engine is extremely outdated by the standards of today's modding.
Link 1 gig:
Mega.nz ..
or
Drive.google.com..
Move the gamedata folder to the Anomaly 1.5.2 folder
What has been deleted or changed:
;DELETED: ros_smart_snork1, zombie_smart_ds_mlr_1, zombie_smart_ds_mlr_2, mlr_terrain, depo_terrain, kbo_terrain, pri_a16_mlr_copy
;DELETED: esc_smart_terrain_9_10, gar_smart_terrain_5_8, gar_smart_terrain_8_3, agr_smart_terrain_5_4, agr_smart_terrain_6_6, agr_smart_terrain_7_4, val_smart_terrain_5_7, val_smart_terrain_5_8, val_smart_terrain_7_11, rad2_rad_prip_road, rad_freedom_vs_duty, rad_prip_road, rad_rusty_forest_center, hotel_poless_smart_alife, monolith_snipers_smart_1_mlr, pol_sim_1, pol_sim_2
;NEW: lim_smart_terrain_11, lim_smart_terrain_12, ros_entrance_dogs, pol_smart_terrain_1_4, pol_smart_terrain_1_5, pol_smart_terrain_2_3, pol_smart_terrain_zombie_yard
;Not use anymore:
esc_2_12_stalker_wolf - die in campfire
esc_2_12_stalker_wolf_squad
yan_ecolog_kruglov_squad
yan_ecolog_kruglov - Semenov has arrived
yan_ecolog_vasilyev_squad
yan_ecolog_vasilyev - Die in SoC
monolith_kbo_squad
trader_monolith_kbo
mechanic_monolith_kbo
pri_a16_mech_mlr_squad
pri_a16_mech_mlr
dolg_medic_squad
bar_dolg_medic
bodyguard_duty_medic_bar_general
dasc_tech_mlr_squad
dasc_tech_mlr
dasc_trade_mlr_squad
dasc_trade_mlr
jup_cont_trader_bandit_squad
jup_cont_trader_bandit
jup_cont_mech_bandit_squad
jup_cont_mech_bandit
mil_freedom_barman_mlr_squad
mil_freedom_barman_mlr
merc_pri_a18_mech_mlr_squad
merc_pri_a18_mech_mlr
pri_special_trader_mlr_squad
pri_special_trader_mlr
merc_pri_grifon_mlr_squad
merc_pri_grifon_mlr
merc_hide_squad_on_book_store
guid_pri_a15
monolith_base_mlr2_squad
monolith_base_mlra_squad
trucks_cemetery_bandit_mechanic_squad
trucks_cemetery_bandit_mechanic
trucks_cemetery_bandit_trader_squad
trucks_cemetery_bandit_trader
zat_stancia_trader_merc_squad
zat_stancia_trader_merc
zat_stancia_mech_merc_squad
zat_stancia_mech_merc
bar_dolg_medic_drugkit_done
pri_awr_tiski_01
ds_awr_tiski_01
jup_awr_tiski_03
pri_awr_tiski_02
trc_awr_tiski_01
zat_awr_tiski_02
workshop_angles
workshop_settings
monolith_base_mlr_squad
monolith_base_jupiter2_squad
_dog_little_
stalker_arena_mlr
af_base_mlr
"+" - left, changed
"/" - renamed
;Any uniq squads:
; agr_1_6_medic_army_mlr_squad +
; agr_1_6_barman_army_mlr_squad +
; agr_1_6_guards_army_mlr_squad +
; bar_informator_mlr_squad +
; guid_bar_stalker_navigator_squad +
; monolith_base_mlr_squad +/ pri_monolith_guards_squad
; lider_monolith_haron_squad +
; devushka_squad +/ esc_2_12_woman_hip
; escape_novice_visiters_village +
; esc_smart_terrain_3_16_military_mlr_squad +
; esc_smart_terrain_3_16_military_mlr_patrol +
; esc_3_16_military_trader_squad +
; army_south_mechan_mlr_squad +
; escape_main_base_trader_mlr +
; hunter_gar_trader_squad +
; stalker_sim_baraholka_traders +
; guid_marsh_mlr_squad +
; mil_freedom_guid_squad +
; mil_freedom_medic_squad +
; trader_pri_a15_mlr_squad +
; jup_b19_freedom_yar_squad +
; guid_pri_a15_mlr_squad +
; val_smart_terrain_7_3_bandit_mechanic_stalker_squad +
; bandit_main_base_medic_mlr_squad +
; zat_b7_bandit_boss_sultan_squad +
; guid_dv_mal_mlr_squad +
; yan_povar_army_mlr_squad +
; mechanic_army_yan_mlr_squad +
; zat_tech_mlr_squad +
; zat_a2_stalker_nimble_squad
; guid_zan_stalker_locman_squad
Average
7.633 votes submitted.
OMG what an ambitious mod, I will try it immediately
Did you delete some key NPCs in the original version, such as DUTY's doctors, because some tasks are connected to them, and I saw the deletion of some unique NPCs in your NPC modification file.
And I'd like to know if it's compatible with other location expansions like "New Levels"
me as well
I doubt it's even compatible with Anomaly. Can't say why because I already spent all my explanation energy in discord and people still don't wanna hear. If someone thinks that "game launches = game works" I'll leave it up to them ;]
Bro, I’m not in you discord. I just want to know if this extension will block your map entrance or exit, or if there is some reason that it will crowd out your map and make it inaccessible, or it will be teleported around or something...
I think I'll go in first and see how it goes
Imagine expecting everyone you meet on Moddb to be in the Discord server you explained things in.
What I meant is that I would have explained the reasons here for better understanding, but I'm tired of explaining same thing over and over, so I just said there can be a lot of potential problems in vanilla Anomaly, let alone New levels addon which will definitely be incompatible (since it's addon for vanilla Anomaly xd). For majority of players if game is launching without crashing then everything is compatible and working just fine, but it's not how it works.
I was just trying to warn, sorry if I'm ruining wet dreams.
I definitely didn't do full compatibility, it was a test experience followed by SDK sources that some modders already use. I did this only because I had heard that there was trouble with new locations in the anomaly. But I will not fully refine them, because the current version of the Anomaly does not suit me. Players are invited to simply run around and evaluate these locations. They still have spawn and you can mine artifacts, but the plot and stuff will not be available.
When using with other addons, you should be very careful.
I tried running it and it was even incompatible with some of the weapon add-on scripts, which made it really hard to get it to work with other mods.
just saying its not compatible.
both mods touch the "all.spawn" files so unless you merge them or something then they will remain innately incompatible
NO
привет! а кто автор? я просто сборку свою делаю и в обязательном порядке указываю авторов работ, можешь написать кто автор чтоб я мог указать? я так понимаю ты добавил свои правки!?
You have to merge the spawns togethers (all.spawn file) and edit some configs to make it compatible with New Levels mod.
1. Who or what is MLR?
2. New game required?
3. Neither alternative download link works.
MLR is an addon for call of chernobyl
this requires a new game
1) My old addon for CoC 1.4.22, which also changed old locations. One of his old versions was also in the Anomaly. I moved here only those locations that I considered the most interesting.
In general, the location pack is old, but it was published only in discord, and I was too lazy to do it on modb personally. Despite the quarrel with DizeL_Grelka, thanks to him for this post.
2) Yes
Looks interesting actually, I like how the maps have opened up a bit more giving some new ways to traverse them and opening some buildings that were inaccessible before. [ new places to build a hideout is always nice ]
Привет! Вообще идея классная, все мы уже набегались на ванильных локах ))
Все не смотрел, только Поляну. Заметил следующее:
1. Нельзя перейти туда с Кордона (не знает дорогу).
2. Перед входом на новый комплекс, где будка и смятые авто, багованное место. ГГ трясется в воздухе и не может идти, его уносит в рандомную сторону
3. Трактор (вроде Кировец) без текстуры
Спасибо, складывай баги сюда, потому что тестить на самом деле некому было. Во втором случае не баг, а аномалия, ради прикола в сдк есть такая зона без гравитации. Работает криво, но если освоить её, можно залететь на крышу и залутать рандомный тайник.
Вопрос не совсем по данному комментарию.
Читал, что полноценно займёшься паком только на 1.6
А вообще новости по 1.6 есть? Пытался найти, но везде глухо, будто никто уже этим и не занимается.
Была новость про взлом замочной скважины вроде. С год назад примерно.
Это не единственное
Я предупреждал грелку шо он охренеть от багрепортов и что это чинить нужно
Ну и выше ещё бвцх писал..
+ При переходе на свалку краш из-за неправельно прописанной логики, также и на агропроме
Ну и как сказал бвцх не факт что оно все правельно работает, т.к для подобного нужно по хорошему разгребать весь мусор в аддоне которого там дохрена
Недоделаным фичи и куча ещё всего
Спс за отзыв, бро.
It's over, пойду отсюда крч.
ну если он реально готов взятся делать эти все локации и моды на аномали я думаю найдуться те кто обожал его моды на КоК и хотел бы помочь
Guys, don't be surprised that there is no support. The release took place on March 17, 2023 (almost a year ago) and anomaly community literally didn't care. Maybe because I'm incel? In any case, someone else will probably finalize it. In its current form, it is more of a familiarization version, plus scenes and models for modders.
!And don't forget that I don't take any donations for this. I just don't have the details to accept foreign currency. If DizeL_Grelka decides to support this addon, then it can accept your donations. But only in this case.
ну в принципе то оно работает без вылетов стабильно но много чего что недоделано
спасяб за порт еще раз))
Nice port. You got any useful rawdata/gamedata sources for the SDK that I can use for my custom made level (including terrain that i'm making) that i'm working on? Anyways, if you have any idea on how to make a new level 100% compatible with warfare mode I would appreciate it.
Ten parts of SDK. There are bonus scenes that are not in the game. For example, army warehouses and something else, I don't remember. There may be problems with the SDK itself, because it is not my SDK, at my request, another person collected it for download.
Drive.google.com
Drive.google.com
Drive.google.com
Drive.google.com
Drive.google.com
Disk.yandex.ru
Disk.yandex.ru
Disk.yandex.ru
Disk.yandex.ru
These links are familiar to me. I think I already have them (most likely) my SDK weighs about 120 gb in size and if you have more rawdata/gamedata assets that would also help.
I like what you see in the video-demonstration, it's always good to have more places to visit, and I like the accessible areas of Rostok. I'll try it in a new game. For the idea and novelty 10/10
friend, your mod impressed me 10/10
but I'm going to wait, because I don't want to suffer from crashes due to some mods that I have installed, it's not because it's bad, it's just to avoid accidents or conflicts, still excellent work friend : D
You should discuss with the anomaly developers to add these into the game in 1.6.0.
Да это было здорово, а то есть некоторые проблемы со спавном в самой аномалии, допустим на болотах не особо ходят на разные точки нпс, а на затоне постоянная атака монолита на скадовск.
привет а можешь сделать так чтобы каждый уровень можно было отдельно установить? Я в сборку антологию играю там куча много локации но хочу поставить локацию бар и поляну припять
Нет.
Ето подходит к Гамме?/Does this fit Gamma?
Нет.
Expression : <no expression>
Function : CInifile::Load::<lambda_b21972fd654150f2564380962c2860ba>::()::<lambda_eda6dbb4f550d9cbcae19308e6dd43d8>::operator ()
File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
Line : 371
Description : fatal error
Arguments : Duplicate section 'meet' wasn't marked as an override.
Override section by prefixing it with '!' (![meet]) or give it a unique name.
Check this file and its DLTX mods:
"c:/users/vyacheslav/downloads/anomaly-1.5.1.2\gamedata\configs\scripts\agroprom\agr_smart_terrain_1_6_smart_logic.ltx",
file with section "‚",
file with duplicate "‚"
stack trace:
Agroprom not working
hello!
I tried to use your mod (that look really really promising imao) but I got this error:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : F:\ANOMALY BUILDS\xray-1.5.2 - UPDATE 2023-12-23\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 1130
[error]Description : fatal error
[error]Arguments : Can't open section 'moon_halo_1st_q'. Please attach [*.ini_log] file to your bug report
I am using all the RE:DONE mods from eAkman and the NEW LEVELS from bvcx. Do you have any idea if there are some compatibility issues with those other two mods and why that error showed up?
thanks in advance and keep up the good work with this mod! :-)
You can't use New levels and this because both have an all.spawn file. So it can't work together :)
Ouch.
Ok, first of all: thank you for the answer.
Next, is there a way to manually merge that file? It sounds dangerous and daunting but at least I will know if it is possible at all.
I am no coder at all so eventually I will give up before making an horrid mess with files! :-D
I think it's not that simple. I think you would eventually need the map source files of both addons and learn how to use the SDK then compile it again into all.spawn file ) I've never done it, I'm just guessing it must be like this.
Oh no no no no!!! :-D
Ok, I'll just make two installations then! ^__^
Thank you for the explanation and for the massive addon!
It's not my addon I just wanted to help explain it to you :D So you don't try to get both of them run at same time. )
holy **** someone should optimize this mod and make it playable with new levels, this is underrated af