Fixes a bug that caused smart terrain respawns to ignore Stalker/Mutant population settings
As the summary says. While writing some code I came across a condition in smart_terrain.script that never triggers even though it should. Unless you set either population factor to 0 it's not immediately apparent either. I'm not sure how much of an impact this bug had on overall zone population and how much of a difference you'll feel with this fix.
- Does not require a new game.
- Included in ZCP as of its current version.
Feedback from Anonymous (thanks brother!):
Have you noticed any difference with the smart terrain fix enabled?
Yes, that's my perception, spawn rate got actually fixed with the smart terrain fix, so now it is what you put in the slider, the game doesn't ignores it.
What? Wait.. To be clear: I need this only if I set one of the pop factors to zero, right?? The description is a bit too less explaining (at least for me), sorry for asking! I hope we can make this clear for anyone who might also has this confusion.
Well the bug is there, whether you set the factors to zero or not. It's just really obvious if nothing should spawn and it still does (that's why I mentioned setting the population factors to zero). You *should* feel a difference after a a respawn cycle or two (one ingame day), but I haven't had the patience to **** around for that time and see for myself.
So this will cause more pop or less ? or just make the pop what it should be ? what isn't spawning or what extra is spawning ? i'm confused but really enjoying your MODS :)
Thanks! It makes the population factor setting do what it's intended to do (on respawns, it already does that on initial spawns). I haven't tested it in a longer playthrough yet, so I can't tell you how big the difference will be.
Well since i'm really enjoying your survival mod i'll install and run around in game for a few days and see what happens :)
Honestly with your mod and a few choice others rad overhaul and all of Arszi's scary **** and some dynamic mutants thrown in i'm having a great time ( hiding in a tower scrounging for ammo lmao )
Happy stalking
update me if you think it does something in population
Ah, this and SMR sadly aren't compatible -- but I'll add the fix to the next version! Or rather, at that point it won't be SMR anymore, since it will be usable outside suvival mode and the update will add lots of options that aren't necessarily related to it. Enabling/disabling whatever factions and mutant you want to show up in the zone for example.
I'll also rename it then, since Survival Mode Remade doesn't really reflect the scope anymore.
Happy stalkin to you too.
Ah i see thank you for the clarification.
Oh could you make an option in your new look SMR to keep faction leaders in ? so as to be compatible with the IGI tasks packs and things I don't care about the story mode anymore ( completed way to many times than is healthy lol ) but in my last iron man/freeplay run i was really enjoying the extra little tasks scout here / clear the area etc.
just be sure to be compatible with groks and asrzi's stuff please :)
thank you again for you work
Edit : I'm tired and just re read your reply and got the bit about factions staying in , your a legend
I assume you mean as new base population preset? You can use the "Full" preset to keep all bases intact or "Minimal" for a more Survial type experience while still keeping a few faction leaders. If you want Survival atmosphere + all faction leaders as preset I can look into that, but it might take a while for me to get there.
If you can't wait or want to test out presets yourself, I recommend you take a look at gamedata/configs/misc in the SMR folder. The presets are pretty simple to edit, you can use the in-game Debug HUD and Map Debug HUD to find out what names unique characters have.
I'm trying, but I can't always test thoroughly for compatibility with all of them! If someone reports an incompatibility I'll make an effort to either work around it, or provide a compatibility option in the menu.
I'm glad you're enjoying it! Thanks for your feedback.
wew lad youve been on a roll eh? Can I do a request? You know how in certain areas stalkers respawn really quickly? Is there a way to make it so it takes at least a day or two for that to happen? And perhaps in areas like red forest or the radar, after clearing out the stalkers, mutants gather there until stalkers come back and take them out?
I got more than enough work right now, but it's dead simple. Just look inside "gamedata/configs/scripts/" and there'll be folders for all levels, with subfolders named "smart". If you activate debug HUD in the game, you'll see these smarts on the PDA map. So all you have to do is look in the areas you want the spawn timer to be longer in, see which smarts are there, and then edit the corresponding file by increasing the value "respawn_idle".
thou art blessed. Basado
I play with random spawn and sometimes I do not spawn mutants that should appear on the task. will this mod fix this?
I have no idea how these tasks spawn mutants, sorry. But I'd be very surprised if that is the case.
It appears that the file is named incorrectly. It's missing a 't'.
Addon file: smar_terrain.script -> should be: smart_terrain.script
LOL, thanks. Can't believe I missed that.
wow lol
Compitabe with living zone 1.5.1?
Compatible with everything that doesn't overwrite smart_terrain.script. It's just the vanilla file with a few lines changed.
After some light testing with stalker population it looks like this affects low (0.25) settings far more than anything else -- the average went down by ~80 stalkers. For 0.5 the variance doesn't really allow for any conclusions. Probably due to the fact how hand-defined initial spawns are handled for that population factor (it's a literal coinflip, see line 330 onwards in sim_board.script) -- and I didn't wait long enough for the initial spawns not to matter. Lastly, for population factor 1 it was just a measly 20 stalkers difference in average.
Keep in mind my sample size was pretty small though, and I haven't tested long enough periods for which dynamic spawns *really* matter.
Is there a way to make it a mod that fixes the enemies spawning behind your back?
I've had multiple occasions where I cleared the area, started to loot and boom monolith jumped out of my *** and I get killed immediately.
Let me do some testing on that actually. I'm not sure if the "online exclusion radius" option in the settings even does much.
May whit it or not my game works more stable
It won't be any more or less stable.
I tried this mod with 1.0 stalker population and made spawns pretty much endless. I just killed 50 stalker on red forest and they keep coming. Monolith, Sin, Duty, you name it. I cant even loot because halfwat through looting , a new squad is shooting at me already from some direction.
Ill try playing with 0.75 next see if its feasible.
Red Forest is generally a clusterfuck. This change doesn't affect respawn timers ofc, so there should be an end to them eventually. But yea, I feel you. Red Forest is kind of insane.
it made such a huge difference with my warzone mod that i had to increase spawn timers a lot, it had to be changed from 1 or 3h spawns to at least 8h spawns and even so it is spawning more that previous 1 to 3h spawns without this smart.terrain fix, so thank you it is the cherry on top of the cake i needed to boost my mod spawns and make them consistent...
Nice mod, one question: do you know if this mod can conflict with this onde?
Moddb.com
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Ok i have some wierd **** going on. With this "fix" first of all spawn rates now is high even if i play with desolation addon (squads every 3-4 days), and second some uniq NPC's now spawning like it is just regular squad, i have several copies of Butcher in hangar and a bunch of cloned dudes on flea market.
Overall i think og Anomaly team left that "bug" initaly cuz of this strange behavior.
FATAL ERROR
[error]Expression : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id())
[error]Function : CPatrolPathManager::select_point
[error]File : patrol_path_manager.cpp
[error]Line : 187
[error]Description : patrol path[pol_smart_terrain_2_1_patrol_1_walk], point on path [wp07],object [sim_default_csky_237363]
stack trace:
Does this mod cause or fix this error?
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