Description

An alternative spawn system to adjust many aspects about the a-life of stalkers, adding new faces and introducing a dynamic spawn system for all mutants.

Preview
TRX: A-Life Revamp (3.1)
Post comment Comments  (0 - 50 of 173)
lucifer1978
lucifer1978

Is this same as this --> Full Simulation A-Life? So in order for this to work i need to instal first the TRX: Dynamic News Revamp and than this one right ?

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Tronex Author
Tronex

No, not even close. 2 different mods with different results.

The order is not important, just make sure to install both mods.

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Villainz
Villainz

"Introducing dynamic spawn system for mutants"
This should be standard in every stalker mod. The zone represents randomness and unpredictability. I also believe human AI shouldn't be controlled in any way as far as where they go and what they pick up ect.

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Tronex Author
Tronex

Everything should follow specific order and algorithms to exclude broken encounters, Even in this mod. Otherwise you might have a chance to pass by 10 pseudogiants in Cordon.
We don't want that to happen, do we :D ?

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Guest
Guest

Honestly that'd be pretty awesome lol...not like you can't just use guerrilla tactics on them.

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lucifer1978
lucifer1978

So can they run all 3 at the same time without an issue ?

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Tronex Author
Tronex

Full A-Life Simulator is not compatible with this mod.

Good news is: you don't need a mod to enable Full A-Life, just open (gamedata/scripts/_g.script) file and change this line: DEACTIVATE_SIM_
to: DEACTIVATE_SIM_
And you basically have enabled the full a-life simulation.

Anyway, i will add it later as an optional tweak on the next update.

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Axe1Gtz
Axe1Gtz

hey guys can u help me? im insstalled the artefact addon and theres no new artefact.pls add support this mod.

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Tronex Author
Tronex

This mod doesn't touch any file related to artifacts add-on, your issue is coming from that addon.

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Axe1Gtz
Axe1Gtz

Yeah u maybe right.im also have so many add-on.

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HolyBaloney
HolyBaloney

Does this change how many "areas" are being simulated at the same time? Does it have an effect on performance?

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Tronex Author
Tronex

No, the way smart terrain and spawns works hasn't been touched. it just modifies what and when to spawn.
The performance is the same.

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Makser090
Makser090

Here is crash in clear 1.4.22,started on Bar and go to Wild Territory and other locations too

Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 189
Description : fatal error
Arguments : LUA error: e:\coc1.4.22\gamedata\scripts\xr_logic.script:366: attempt to call a nil value

stack trace:

0023:02B8399C xrCore.dll, xrDebug::fatal()
0023:082B966C xrGame.dll, CDialogHolder::IgnorePause()
0023:082BB05A xrGame.dll, CDialogHolder::IgnorePause()
0023:00448BFE xrEngine.exe, CSheduler::ProcessStep()
0023:00448D2D xrEngine.exe, CSheduler::ProcessStep()
0023:74C085F4 ucrtbase.dll, tgammaf()

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Tronex Author
Tronex

Can you post the part above the FATAL ERROR message? it will help me alot to understand whats going on.
Or send the whole log to me in a private message.

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Guest
Guest

Sorry for being too spoiled but can we get a option to disable new and restored mutants. My reasoning is - for example with the civilian zombies - they got cut for a reason.

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lucifer1978
lucifer1978

I am getting this error on a new game
here are the mods that i use right now
Arsenal Overhaul 3
Outfit Addon
Outfit Addon (patch for AO3)
About the population factors, mine is (0.25 to 1.5) for mutants and (0.25 to 1.5) for stalkers no 0.75 or 1.0 maybe tha't why i get this fatal error.

ERROR: npc section zombi_9 does not exist!
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...rnobyl 1.4.22\gamedata\scripts\sim_squad_scripted.script:638: wrong number of arguments to 'insert'
! [SCRIPT ERROR]: ...rnobyl 1.4.22\gamedata\scripts\sim_squad_scripted.script:638: wrong number of arguments to 'insert'

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 189
[error]Description : fatal error
[error]Arguments : LUA error: ...rnobyl 1.4.22\gamedata\scripts\sim_squad_scripted.script:638: wrong number of arguments to 'insert'

stack trace:

0023:02B8399C xrCore.dll, xrDebug::fatal()
0023:0C576A28 xrGame.dll, CDialogHolder::IgnorePause()

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Tronex Author
Tronex

Ok, i will see whats the deal with those crashes. Thx for reporting.

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lucifer1978
lucifer1978

Tronex when the crash heppend i also had 2 of your mods installed TRX Sounds Revamp and TRX Zone FM (3.1) i also think that TRX A life Revamp is messing up Arsenal Overhaul's debug_spawner.ltx coz your debug_spawner.ltx has the Vanilla weapons and it overwrite that file

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Tronex Author
Tronex

Just saw that, but it shouldn't cause an issue.
Your crash log says that one of zombies models (zombi_9) is missing, that's kinda weird cause i just checked and it exists.

Can you try installing the A-Life Revamp above the other addons and give it a try?

------------------------------------------------------

Edit: yep, it's Sounds Revamp that alters the zombies file.
Install this mod ABOVE Sounds Revamp

I'm gonna specify that in the description.

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lucifer1978
lucifer1978

So the install order is:
Arsenal Overhaul 3
Outfit Addon
Outfit Addon (patch for AO3)
TRX Sounds Revamp
TRX Zone FM
TRX Dynamic News Revamp
TRX A life Revamp

corect me if i am wrong, and what about the debug_spawner.ltx your mod overwrite that file

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Tronex Author
Tronex

It's correct.
You can copy the (debug_spawner.ltx) from AO above A-Life revamp if you want, it won't affect your game, its just used to spawn all sort of stuff in Debug mode.

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lucifer1978
lucifer1978

ok i'll check it out and see how it goes

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✪Sparrow
✪Sparrow

I was expecting a release of this addon for CoC, when I saw it on Last Day I found it amazing, in the cumulative modification I'm working on for CoC I want to do something like The Life Revamp, now I can simply implement and merge it along with my modification, and of course I'll make sure to mark your name on the credits.

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lucifer1978
lucifer1978

Now i got this:
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...all of chernobyl 1.4.22\gamedata\scripts\xr_logic.script:366: attempt to call a nil value
! [SCRIPT ERROR]: ...all of chernobyl 1.4.22\gamedata\scripts\xr_logic.script:366: attempt to call a nil value

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 189
[error]Description : fatal error
[error]Arguments : LUA error: ...all of chernobyl 1.4.22\gamedata\scripts\xr_logic.script:366: attempt to call a nil value

stack trace:

0023:02B6399C xrCore.dll, xrDebug::fatal()
0023:0C6C966C xrGame.dll, CDialogHolder::IgnorePause()
0023:0C6CB05A xrGame.dll, CDialogHolder::IgnorePause()
0023:00448BFE xrEngine.exe, CSheduler::ProcessStep()
0023:00448D2D xrEngine.exe, CSheduler::ProcessStep()

the install order is:
Arsenal Overhaul 3
Outfit Addon
Outfit Addon (patch for AO3)
TRX Sounds Revamp
TRX Zone FM
TRX Dynamic News Revamp
TRX A life Revamp

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Makser090
Makser090

Same crash as mine.

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Tronex Author
Tronex

makserisback
lucifer1978

Found the cause, it will get fixed in the next update. Thx for your report.

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Makser090
Makser090

Ok,thanks for fix

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lucifer1978
lucifer1978

That's my boy, you made my day. For now i'll stick with this order
Arsenal Overhaul 3
Outfit Addon
Outfit Addon (patch for AO3)
DoctorX Dynamic Faction Relations;
DoctorX Faction Relations;
Full Simulation A-life;
TRX Sounds Revamp
TRX Zone FM
TRX Dynamic News Revamp

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steveo123
steveo123

You plan on adding the Karlito back in? Love that goofy mutant.

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Stokker
Stokker

This is great. It should be a core feature of CoC IMO.

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Tronex Author
Tronex

New update has been released, everything should be sorted now.

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lucifer1978
lucifer1978

Thanks for the update ;) time for new gameplay :D

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lucifer1978
lucifer1978

For some odd reason i get this error in Call of Chernobyl 1.5 r4 [Full Beta]
This was the load order that i had:
1. Merge addon v1.2 (By ColonelRH Moddb.com)
2. TRX Sounds Revamp
3. TRX Zone FM
4. TRX Dynamic News Revamp
5. TRX A life Revamp
with out your mods the game runs fine

! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ... chernobyl 1.5 r4 [full beta]\gamedata\scripts\_g.script:1305: attempt to index field 'object_id_by_story_id' (a nil value)
! [SCRIPT ERROR]: ... chernobyl 1.5 r4 [full beta]\gamedata\scripts\_g.script:1305: attempt to index field 'object_id_by_story_id' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 201
[error]Description : fatal error
[error]Arguments : LUA error: ... chernobyl 1.5 r4 [full beta]\gamedata\scripts\_g.script:1305: attempt to index field 'object_id_by_story_id' (a nil value)

stack trace:

0023:02B8483C xrCore.dll, xrDebug::fatal()
0023:72FE266D lua51.dll
0023:73002FCA lua51.dll, lua_sethook()
0023:730028CC lua51.dll, lua_sethook()
0023:73002EF3 lua51.dll, lua_sethook()
0023:7300ADD6 lua51.dll, luaJIT_version_2_0_4()
0023:72FE2A54 lua51.dll
0023:72FE7246 lua51.dll, lua_pcall()
0023:0C5C9B35 xrGame.dll, CDialogHolder::operator=()
0023:0C99B7DA xrGame.dll, CxImage::`copy constructor closure'()
0023:0C7406EE xrGame.dll, CDialogHolder::operator=()
0023:0C73FAA7 xrGame.dll, CDialogHolder::operator=()
0023:0C73F9DF xrGame.dll, CDialogHolder::operator=()
0023:0C83A603 xrGame.dll, CDialogHolder::operator=()
0023:0CB05CAA xrGame.dll, xrFactory_Destroy()

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Tronex Author
Tronex

Why are you playing on r4 and not r6?
Have you tried the mod without Merge addon first, they might not be compatible?

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lucifer1978
lucifer1978

I tried it but some mods don't work very well, i did try the Arsenal Overhaul 3.1 for CoC 1.5 R6 - Unofficial but after i reload my game for some odd reason the traders don't refresh there shop.

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Tronex Author
Tronex

Keep in mind that my mods only support the r6 version of 1.5, there are many changes have been done after r4 and I can't guarantee whether my mods works fine on it or not.

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lucifer1978
lucifer1978

A friend of mine told me that the R6 has new system that needs to be considered and registerd in several files.

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lucifer1978
lucifer1978

The TRX - A-Life Revamp (2.0) was causing the crashes in R4 without that mod and with this load order the game load just fine.

1. Merge addon v1.2 (By ColonelRH Moddb.com)
2. TRX Sounds Revamp
3. TRX Dynamic News Revamp
4. TRX A life Revamp

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Guest
Guest

I started a new game on 1.5r6, and I am playing those mods lost to the zone and it's addon and the arsenal mod, anyways, the spawn system does not seem to function, bad guys aren't spawning, no one is spawning, Cordon is totally empty but for the essential NPCS like traders, and wolf. Anyone else having this issue?

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Stalker_crow
Stalker_crow

Hi, TRX: A-Life Revamp and TRX Dynamic News Revamp are compatible with Lost To The Zone?

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Tronex Author
Tronex

I don't think so, that mod add new special characters if i'm not mistaken. using this over it will prevent any new characters from appearing.

Maybe i will add compatibility file for it later.

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Stalker_crow
Stalker_crow

oh I understand, thank you very much for answering, I would love a patch in the future :3 hahaha

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HussarMarinePl
HussarMarinePl

Its cool but every time i die my missions are failed (hunt mutants etc.)
After i load last save.

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Tronex Author
Tronex

This has nothing to do with this mod, it doesn't touch your missions in the first place.

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ParanoidCommie
ParanoidCommie

Does it work with Lost to The Zone and Living Legend?

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Tronex Author
Tronex

Nope

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jackheretherealon
jackheretherealon

Except now it is, as per your mod description. Thank you for figuring it all out for us.

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lolface3000
lolface3000

how do i uninstall?

Edit: nvm i fixed it

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HussarMarinePl
HussarMarinePl

Sorry for taking your time but what i mean with mine saves(i know that your mod don't efect my saves).
For example:
1.Mod runs fine and i like it:D
2.I take a mission kill the bandits in the Swamp(Clear Sky)
3.Before atacking i save game.
4.Then i DIE(Optionaly)
5.I load my save(everything is fine but that mission is failed)
6.The bandits are still in the tower east to clear sky base(mission)
7.After uninstal the mod(Via mod menager).Started new game was not cool without your mod. But the mission are still present after saving and loading.

My questions are: Do you mod efects the missions?(im sure not) or the mod resets the A-Life after loading and the mission are canceled automacly?
Or this is only my stupid problem?(That can be right)
Excuse me for my bad english. Like you mod tho.

My mod list:
AO3
Backpack and binaculars upgrade
Atumnal winds 1.9
monay drop
zone fm
Dynanic news
Trx sound revamp
TV slav dance
GuitarNext v 1.0
My COC version is 1.5.6r

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lolface3000
lolface3000

now i still want to uninstall cause about 100 mutants spawn in dead city and rostok so yeah how do i uninstall?

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Tronex Author
Tronex

Mutants in Rostok are untouched by this mod, what are you talking about lol?

Anyway, there are alot of files to delete and you might mess your game up with that.
Copy your saves in a safe location, reinstall the whole thing (CoC and whatever mod you're using, except this mod)

Next time, use JSGE to install all of your mods, it's a mod organizer that allows you to install/uninstall your mods without taking a risk of removing wrong files.

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lolface3000
lolface3000

Well since i installed this mod (i only have this the notification and ao3+oa mod) they all spawn in the same location hundreds of em so it is definitely 100% this mod

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Tronex Author
Tronex

Rostok spawns are located in (gamedata\configs\scripts\bar\smart)
And there is a single file i added there, it adds some clear sky and ecologists to the bar, that's it!

Mind if you specify the type of mutants hordes you saw in Dead City? it will help me to balance the spawns in the future.

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lolface3000
lolface3000

Alot of different ones but i can recall the ratlike *******, the cats and dogs, lurkers and fleshes

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HudsonsSkull
HudsonsSkull

@ lolface3000

Isn't that part of the CoC vanilla game dude?

Sometimes, late at night (around midnight) in Rostok, Dead City, the Clear Sky base in the swamps, etc... a quest is activated asking the player to help defend the base against a horde of mutants, most of the time it's boar, dogs, flesh that attack in great numbers.

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lolface3000
lolface3000

Na dude cause fist off it are so many it lags my game and my pc is pretty best and second off it is nothing like those. Like every a group of every single mutant in the game, not just one pack of dogs for example, spawns.

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HudsonsSkull
HudsonsSkull

oh ok. I have been playing as merc with this mod for a few days now, I have been spending most of my time in dead city, the cordon and swamps and I haven't experienced this problem... yet.

Come to think of it, there are less mutants and npc's spawning
than usual. I have always had the settings set to 0.5 for both mutants and stalkers before installing this mod and there were always lots of activity but I had to restart a new game with the settings set to 1 for each in order to have more population.

Do you have any other mods installed? Perhaps incompatible with this one?

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lolface3000
lolface3000

As stated above. No I only have AO3 and OA the notification mod required and the ui and animation mod. I also play as a merc

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