Complete Re:done Collection of the Southern map.
Re:done features have been applied to the whole southern map. The necessary files are in DLTX & DXML for mod compatibility. The maps have been rebalanced and reworked, and respawning in the Meadow, Agroprom Underground and Lab X-18 is possible and a new area in Wild Territory. New transitions between maps as a optional install. Re:done now includes it´s own Night mutant features.
INTRODUCTION
Redone Spawn Point is a modification series that will update Stalker maps to make them more immersive while attempting to retain a balance between realism\lore and playability. Both spawning and sim availability will be altered, resulting in a new gameplay experience.
RE:DONE FEATURE:
- Stalker spawn concentration: Stalkers will spawn from a faction base\camp\checkpoint or faction controlled smart terrain. On the world map, each faction will have at least one primary spawn base. There is one spawn base in the north and one in the south. Army and Duty will have one spawn base on the south map. Monolith and Sin will have spawn base on the north map.
- Smart terrain has been extensively modified to assign different functionalities to various actions when the player does them.
- Deserted base feature: When a leader dies, a consequence is triggered. For a more immersive gaming experience. This is generally done for Monolith, Sin, or other factions' gameplay.
- Important special spawns: When a specific NPC die, a consequence is triggered. For a more immersive gaming experience.
- Deactivate the Lab feature: Disabling psy antennae reduces the number of zombied\zombies that spawn.
- When the laboratories are activated, the quantity of zombied\zombies spawns increases; just for the Miracle Machine at the moment.
- Endless Spawns: use in subterranean areas or above ground. Mutants or stalkers are spawned upon reaching trigger zones that reset after a certain time.
- Endless Night Spawns: A normal/hard mutant spawn has a 10% x 4 probability of occurring at night. A 10% x 4 possibility of a hard-worst mutant spawn occurring at dark night. On the map you are on, there are three zones with a maximum of one spawn per zone, each with a respawn timer that lasts for one in-game day. The timer will start and deactivate the zone until it runs out if there isn't a spawn in the trigger zone. (smart terrain)
- Special squads: are altered squads. These squads are formed to free up stalker spawns at bases or specific areas, or to enhance the gameworld's immersion.
- Mutants will spawn throughout the map's environment, and tougher mutants must be sought at night, in underground regions, and in rare smart terrain spawn.
Re:done Transitions Zones Addon and other Re:done addons is available as Optional install
Re:done Cordon & Meadow addon - S.T.A.L.K.E.R. Anomaly mod for S.T.A.L.K.E.R.: Call of Pripyat - ModDB
INSTALLATION
Install it simply with ModOrganizer. If needed, open the "Redone Spawn Point" folder, extract the gamedata, and place it in the installation folder. To install Optional, extract the gamedata in Optional folder, and place it in the installation folder and overwrite the existing gamedata.
Before updating, you need to uninstall the older version of the Re:done in Mod Organizer
DX11 & DLTX & DXML REQUIRED
COMPATIBILITY:
WITH ALMOST EVERYTHING: PLACE THE INSTALLATION IN MO2 AT THE END OF THE LOAD ORDER.
WARFARE MODE DO NOT WORK WITH RE:DONE.
IMPORTANT
_____________________________________________________________________________________
A NEW GAME IS REQUIRED, FOR ALL SPAWNS TO GET SPAWNED IN AND ALL FEATURE TO WORK. _____________________________________________________________________________________
OTHER ADDONS
IT IS RECOMMENDED TO DISABLE ALL ADDONS THAT ADDS OR CHANGES SPAWNS.
ZCP IS NOT RECOMMENDED WITH RE:DONE. USE THIS ADDON INSTEAD
NIGHT MUTANT ADDON IS NOT RECOMMENDED ANY LONGER AND SHOULD BE DISABLED
Update 2.2.2 (03/31/2024) FIX UPDATE
- Updated Night Mutant feature: A normal/hard mutant spawn has a 10% x 4 probability of occurring at night. A 10% x 4 possibility of a hard-worst mutant spawn occurring at dark night. On the map you are on, there are three zones with a maximum of one spawn per zone, each with a respawn timer that lasts for one in-game day. The timer will start and deactivate the zone until it runs out if there isn't a spawn in the trigger zone. (smart terrain)
- Moved the Endless Night Mutant Addon to Optional Install.
- Added so the Re:done Transitions Zones Addon now works without ACCESSIBLE ZONE.
- Added better textures to YANTAR & WILD TERRITORY. Credits to: Hades@DK - ModDB
- Corrected missing light in BAR 100 but added back the removed light in WILD TERRITORY
- Removed all sim avail in Lab X-16 because of bad NPC pathfinding.
Update 2.2.1 (03/24/2024) BUG FIX UPDATE
- Fixed a bug at Rostok night mutant spawn.
- Corrected faulty night mutant spawn in Agroprom Army base.
- Added Cordon Tunnel Electro Anomalies to Optional install.
- Added missing README files to Optional install.
Update 2.2.0 (03/22/2024) BALANCE AND IMPROVEMENTS UPDATE
- Added new optional Re:done Transitions Zones [ ONLY ACCESSIBLE ZONE ] + some bonus addons to select. New area in Cordon in the Transitions Zones Optional install.
Update 2.1.9 (03/22/2024) BALANCE AND IMPROVEMENTS UPDATE
- Endless Night Spawns have been added to all southern maps. After arriving at a specific smart terrain areas, mutants with a 20%, 30%, 40%, and 50% chance to spawn at night. This chance to spawn mutants resets after a given amount of time.
Update 2.1.8 (03/22/2024) BALANCE AND IMPROVEMENTS UPDATE
CORDON UPDATE:
- Added: if the player is in the Free Stalker faction, killing the army stalker will give you a decease of goodwill for not honoring Sidorovich's deal with the military.
- Added mine field to the south checkpoint.
- Added delay in the megaphone at the south checkpoint and added a surge ambient.
- Added electro anomalies to the tunnel next to the bridge. Credits CS-Eden - ModDB to post the idea!
- Added more logic to smart terrains.
GARBAGE UPDATE:
- Added important special spawns at the hangar. If the player is a bandit or army, killing the important spawn will change the spawn to that faction. Default Free Stalker Faction.
- Added if the trader dies at the Flea market. The sim avail will be disabled.
- Added more logic to the Flea Market traders. Night trade is only possible at night.
- Added more logic to smart terrains.
SWAMPS UPDATE:
- Added the deserted base feature to the Csky base. If the Csky leader dies, there will be a 50% chance for Army or Renegade spawns to occupy the area. The decrease in spawn for Csky will not be changed.
- Added a deserted base feature to the Renegade base. If Renegade trader and tech die, there will be a 50% chance for Csky or Army spawns to occupy the area. The decrease in spawn for Renegade will not be changed.
- Added so the Renegade spawn will increase more between 1 and 3 weeks in-game.
- The north-east of the map is now under military control at a new game. The smart terrain is still faction-controlled. [ stalker\bandit\csky\army\renegade. ]
- Added more special spawns to all factions in the Swamps.
- Added music to the Csky radio.
- Added more logic to smart terrains.
DARK VALLEY UPDATE:
- Added an optional Barman to the bandits.
- Added music to the Bandit radio.
- The Bandit base smart terrian has been remade with changes to the deserted base feature.
- If Sultan dies, the renegade will have a big increase in spawns if their trader in swamps is alive.
DARKSCAPE UPDATE:
- Added more logic to the Army Checkpoint.
AGROPROM UPDATE:
- Added better code to the megaphone at the Army base. Will function with dynamic relations. Credits to dEmergence - ModDB to post the idea!
- Added so the factory smart terrain will be turned on if the Army leader dies.
- Updated all Agroprom Underground files to DTLX format and made changes to spawns.
ROSTOK UPDATE:
- Added the deserted base feature to the Duty base. If the leader and the trader die and the player is Freedom, Freedom will start to spawn and occupy the area.
- If the Duty Leader, Trader, and Barman at bar 100 die, all smart terrain will be turned on to spawn mutants, and sim avail for stalkers will cease.
- The Night Mutant feature will be activated when the Duty Leader, Trader, and Barman are killed.
- Added more code to the megaphone.
- The Duty base smart terrian has been remade with changes to the deserted base feature.
WILD TERRITORY UPDATE:
- The wild territory has a new area opening up. A small alley that makes the player have a shortcut to Yantar but not Yantar to Rostok. The entrance is a hidden transition, and there are two ways in the alley. The area is infested with anomalies, so there is not just a walk in the park.
- Added more logic to smart terrain.
YANTAR UPDATE:
- Resolved an issue at Lab X-16 where switches occasionally became inactive.
- Fixed the giant's logic to prevent it from running the wrong way during battles. xD
- Added airtight docks at the Mobile Science Lab.
- Added ambient sound at the Mobile Science Lab.
- Added surge ambient sound at the Mobile Science Lab.
ARMY WAREHOUSES UPDATE:
- Added a new deserted base feature to the Freedom base. If the Freedom leader is killed and the player are Army or Duty, that faction will start to spawn. If the player is not Army or Duty, Monolith will take control over the area.
- Removed some faction-controlled smart terrains and added the deserted base feature to those instead.
- New logic to the optional Barman for Freedom.
- Added more music to the Freedom radio.
DEAD CITY UPDATE:
- Added one more deserted base feature to smart terrain for more stalker spawns if the Mercs leader + trader dies.
- Added Polter spawn at the House of Culture.
- Added Zombied special spawn that will block mutant spawn when the squad exists on the map. Mutants on that smart terrain will start to spawn once the zombie squad has been killed.
Update 2.1.7 (03/22/2024) BALANCE AND IMPROVEMENTS UPDATE
- Updated all smart terrain ltx files and made more balancing of stalker and mutant spawn in all maps and updated the sim avail.
- Added Update 2.1.6 Readme Patch note
Immersion mod: Current Verison:2.2.2
Full pack now, very nice!
LOVE IT 20/10
sorry rename what now for radio extended not sure where to find this so called folder to theres 50+ of them lol
Np =)
Anomaly Radio Extended -
DesmanMetzger\gamedata\sounds\mlr\;freedom
Anomaly Radio Extended - DesmanMetzger\gamedata\sounds\characters_voice\scenario\;agroprom
Anomaly Radio Extended - DesmanMetzger\gamedata\sounds\characters_voice\scenario\;bar
Anomaly Radio Extended - DesmanMetzger\gamedata\sounds\characters_voice\scenario\;escape
TY
Привет, заметил такой баг после установки даного мода. Ты хотел сделать все костры вокруг баз горящими, но они не горят, а вот освещение от них на земле есть или так задумано?
Привет. Извините за это. Этот мод не изменяет костры, и у меня нет этого бага на моей установке. Так что я не знаю, в чем причина для вас.
но они раньше нигде не горели, так как ты добавил спавн нпс в новые месте там теперь свет вокргу костров но они не горят
Странный. Посмотрите, есть ли еще какие-либо отчеты по этому поводу; в противном случае, я не знаю, потому что он отлично работает на тестах, а ошибка тогда в вашей установке или других конфликтах модов.
Yes. Thank you.
btw, it would be great if you make it into FOMOD format. With all the optionals, people might just miss it and just straight install it with MO2
Yes, I agree. It will be developed after all of the maps have been completed.
Is it compatible with Warfare addon?
Warfare will not work with Re:done mods. Warfare uses a different spawn system; not tested yet.
я так понял в данном паке уже присутствуют изменения 5-6 локаций верно? мне не нужно же их отдельно теперь скачивать отсюда Moddb.com?
В этом аддоне есть все южные карты. Только северные карты не включены.
Moddb.com
I'm sure someone has asked before, but
Is it compatible with this mod?
I'm playing with this too and I don't have any problem whatsoever.
Hi. I have checked the script, and it should work.
Holy #$%^ man you did it. Going to be giving this a go!
very cool mod bro, but what about CoP locations?
Thanks. Yes, but later.
Is this compatible with the new routes addon?
Yes, it should
"new game is not needed but recommended", what can be the consequences of installing into an ongoing save ?
You'll just have to wait for respawn before the mod gives any effect. On new game, it works from the start.
Can't wait for more features and North maps :)
Do i have to uninstall your previos versions? I had them all
Yes
Nice, what about gamma compatibility?
It has compatibility. Just place it at the end, so re:done overwrite GAMMA spawn.
will u continue with northern maps as well ?
Yes :)
Super!!!! <3 <3 <3
It is compatible with classic Old World Addon?
Hi. Yes, it should. But you change the old world spawns if you do. I have not tested it and dont know is Old World Addon will conflict with DTLX format.
There is such a bug in the dungeon of the agro-industry:
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: d:/anomalybas/bin/..\gamedata\scripts\xr_logic.script:580: attempt to compare nil with number
stack trace:
It's been fixed and will be added to the next update.
Thank you for addressing this.
Does this have any impact on story mode?
Hi, no, story mode is as normal.
Omg you released the full pack ! Awesome !
Thanks a lot and great job ! :)
Hello, does Garbage is now compatible with the new levels mod, thank you
Yes, Garbage has always been compatible with the new levels mod.
Does this contain anything new if I have all of the latest of the individual re: dones intalled?
I think all the "xxxx Update" you see in mod descriptions are new feature added by the full repack so i think this full repack his a "better" version to use.
And their is literally this in descritpion : Fresh install is required. Remove any previous Re:done mods before installing.
Hi! I'm not sure if it's related to this mod, but there hasn't been such a log before, what if it has something to do with it? Army depots
Expression : left_eye_bone_id != u16(-1) && right_eye_bone_id != u16(-1)
Function : CBaseMonster::update_eyes_visibility
File : D:\a\xray-monolith\xray-monolith\src\xrGame\ai\Monsters\BaseMonster\base_monster.cpp
Line : 1050
Description : assertion failed
stack trace:
hello, This has nothing to do with that crash (this happens with the new version of the modded exes) in the anomaly discord you can find a thread where we help a friend solve the problem, try going to that thread to solve your problem , maybe...
Discord.com
or you could also wait for Demonized (author of the modded exes) to post a new update, in any case keep an eye on their github page
Understood, thanks! Since the problem is in the engine, I will wait for the engine update.
cool, have a good day
And now those exes are fixed :D
cheers!!!