Introduces nighttime attacks by nocturnal mutants. -- After sunset, these mutants leave their lairs and start roaming around the map, hunting, and inevitably get attracted to and attack human settlements, bases, passersby on roads, near tunnels, etc. -- This is 'likely' to happen each night, as long as it is dark outside. -- The danger lasts the whole night, manifesting in up to two waves of nocturnal mutants in the current map. --- The name should indicate that it functions on a similar concept like the "Dynamic Objects" addon, and that it doesn't modify the spawn system in Anomaly.
During the whole night, it is very likely that around a hundred nocturnal mutants will roam the area.
They will also be attracted to and attack bases, settlements, ambush passersby on roads, near tunnels...
They will retreat with the first light, and the area will become safer again.
- And are likely to come again the following night. - So better plan out and maximize your activities during the day.
Well-fortified and defended bases like Rostok will show their strengths, while outdoors checkpoints and poorly-protected places like the Rookie Village will be severely more dangerous to be in.
You'll want to be very high up or behind some thick walls while the night lasts. -- Nowhere else is safe.
- And even more so, after a week or two, when the chimeras start roaming around.
Whatever you do, do NOT be caught roaming outdoors after sunset.
- At the very least, huddle up somewhere, and wait for the dawn. For them to go away.
----- ENDGOAL: max immersive, impactful and memorable experience. -- The Zone, in all its splendor. -----
All decisions are made with this endgoal in mind.
"Creatures of the night": - Chimera, Lurker, Bloodsucker, Zombies, Fracture, Tushkanos, Rats.
( - First three are nighttime predators, -- Zomb/Frac are for "creepy nights". )
Expect: - swarms of rodents, up to: 2-3 bloodsuckers, 2 lurkers, chimera(+lurker/s), 2-5 zombies, fractures...
(- Snorks, Burers, Controllers, Geists, Karlik, Giant, dogs, cats - are not included in this addon. Let them sleep.)
The STRENGTH of the ATTACKS can be set at any time through the slider in SETTINGS - ZONE - GENERAL.
- From 0 to 100 (%). - At 0, this addon is effectively disabled.
-- This should accommodate all preferences.
With the slider at 100, expect hundreds of nocturnal mutants.
IMPORTANT NOTE:
- for those looking for the 'extreme', this addon can easily go beyond and provide thousands of mutants. There's no limit, actually.
( It can also be removed at any moment, without issues. Although, that is superflouos now. )
NOTE: 'Teleport Anomalies', 'Dynamic Mutants', 'Dynamic NOCTURNAL Mutants', 'Dynamic Objects' - are all compatible with each other.
- You can safely overwrite any shared files.
NOTE: In the first week or two, Chimeras won't be a part of the attacks. After that...
( NOCTURNAL_MUTANTS can only show up in 25m-750m radius around the Player. )
- 1462 carefully selected ("custom") positions for Nocturnal mutants to show up on, on all 24 aboveground maps.
I spent a great deal of additional effort to optimize the performance on all these maps.
Enjoy it fully. -- I can recommend this addon wholeheartedly.
I had many, many unforgettable experiences during the development and testing of this addon.
(- Am fond of horror experiences, excitement, adrenaline rush... This provided far more than I even hoped for.)
Going as a regular stalker is bound to provide even more impactful days and nights.
The Zone will never be the same again. -- I am certain that I've created an 'absolute must have' gem here. No doubt.
v1.051, changelog
- this should resolve the "376: attempt to index local 'sender' (a nil value)" issue.
( -- don't have Anomaly, but these few days I am still monitoring the comment section for issues.)
That error could have occurred when the script can't find a NPC to post message from. (- Example: some underground maps).
- Now, in those few instances, it won't post anything.
v1,05, changelog
- resolved the issue of noct_mutants not showing up on localizations other than ENG
- added messages (84)(four types) that will be posted by stalkers on the PDA network, all related to the nocturnal mutants. -- in ENG and RUS language.
-- within the hour before sunset
-- when nocturnal mutants are spotted, (within the first 1-6 minutes)
-- within 12-44 minutes after
-- other related messages, throughout the night
I' write suitable messages when I get the inspiration for something good.
- At the same time, it is undeniable that 50-100 stalkers out there could write many more messages, all resulting in a much more varied style/tone.
( 300+ available messages in the roster would be best. )
For anyone who wants to contribute by writing additional messages, the files are in \gamedata\configs\text\, eng and rus, "___dynamic_nocturnal_mutants_msg.xml"
Add other languages also.
Guidelines for messages: - appropriate for the four situations, with slavic undertones, good/great ones.
Read this post on Anomaly discord:
Discord.com
Anyone skilled enough can write/create other translations, and you can share them among yourselves.
- Someone can even improve upon the RUS grammar/translation file and share it with others.
----------------
I will be away from Stalker for a while. Months. -- Enjoy all the addons.
- I've put a lot of effort in them. -- And it's all worth it in the end.
It is all for the Stalker community.
================================================
v1,01, changelog
- resolved the garbled rus text
- made the addon more 'resilient'.
(-- if the 'ui_options.script' gets overwritten or is missing, (as in U4H8), it will simply load the default relevant values)
For any specific issues/suggestions, post in the comment section.
Great idea! There was an addon for CoC ages ago which did something similar. I was sad not to see something similar for Anomaly, and now there is :-)
Thank you
Working good so far on RC22. Makes game REEEALLY interesting in the night. But I did notice minor fps drop overall in the game after installing this. Any cure?
Will see what I can do. There are many mutants, all attacking, with conflicts everywhere.
Also, note that during this beta phase, and for people to test this out, the mutant numbers are now set at their max. Will be lowered a bit for the final version.
I can say that I am pretty content with how this addon functions. Very close to the endgoal.
- Some additional fine-tuning will make it even better.
-----
I am also considering making them attack in up to two 'waves' during the night.
can you also make so they can attack even in 1:00-4:00am which is still "night"
Well, the 1st wave would be between 21-0h, and the second one 0-3h. Those waves, each of them, will contain approx. half of the numbers of mutants.
- Some times only the 1st wave will happen, some times only 2nd wave. Other times both, (or none).
As for the -4h, I chose 21h-3h considering that some mutants may survive and continue to roam around for a few hours, making even the mornings dangerous. And rookies shouldn't go out, until veteran-stalkers take care of the dangerous remaining nocturnal mutants.
Otherwise, it is not difficult to prolong it to 4h.
( I may even make the two waves: 21h-0h, 1h-4h. )
-------
Useful and specific feedback is helpful.
I am doing this for myself and for everyone else who wants the Zone to be much more immersive. - In this instance, much more dangerous at night VS day. - Which greatly changes how stalkers plan their activities.
( Otherwise, only the light conditions change, everything else is largely the same. Monotony ensues... )
This addon fulfills a feature that I was missing for a very long time.
If its possible to mess with such a thing as PDA messages for this mod, having stalkers in attacked camps at night aknowledge that they have survived the night will be immersive in my opinion. E.g messages after emissions.
I was considering this idea even from the start.
It will demand separate attenton on its own, but the endresult will further increase the immersiveness commensurately.
( - Many different, various messages, coming in at different times after an attack has happened. )
In short, a very good addition to this addon. Now, just to make it happen...
I've tried this addon, except large fps drops I couldn't even test it properly since shitloads of mutants attacked me from everywhere. I counted them all and overall I was destroyed by around 10 lurkers and the same number of bloodsuckers at the same time. Don't know why since the beginning mutants are all set to maximum, making it super miserable to review is it even good addon. But excluding those unplayable parts, Im super hyped about this mod, I felt the tension when the night came and I started hearing gunfire from the distance, without any idea what was going to happen two seconds later. I'd love to see this addon as a "everynight event" but optimalized enough to let npc's survive since many of my quests got failed because everyone got wiped out. Keep working tho !
That mission failing part happened to me too..And it happened when I was in Freedom base in army warehouse. Imagine spending a night in rookie village, God, nobody would survive that assault and alot of important characters will die really quickly!
Also, does this mod also work on full simulation Alife? Is it possible that it will kill of important characters on the far side of the map when I'm not even there? If that so, that is bad. Really bad.
Just some tweaking around the edges and this mod will breathe new life into the zone I'm sure. Cool concept.
The next version, 0.91, will decrease the mutant numbers.
This is still in beta, and I am working on it. Want it to be an absolute 'must have' for me, and others.
In short, see this addon ENDGOAL.
The endgoal has the highest priority for me, when making decisions and changes in the code.
Thanks for the feedback. We'll get there.
We will. We have faith in you.
This comment is currently awaiting admin approval, join now to view.
I don't think that 0.93b version is working as intended. First thing, "next wave indicator" that shows up after pressing key_multiply is counting time to the next wave, but when the time for mutant attack comes up, nothing happens, not even single mutant is added to the game, even when it clearly says that they're going to be present. Second thing, when the time comes up "wave indicator" counts time on a minus, like -0.135 hour. I don't think if it worked like that before, also I haven't installed any addons that would overlap the files, or in any way touch spawn or mutant files. Greetings
I added the pressing 'key_multiply' feature for this Beta phase, to test out the addon better.
- Will be removed in the final version. Defeats the purpose otherwise.
I had some inaccuracies with the counters/info from the multiply key, but I resolved those.
- Will check for the issues you pointed out.
Thanks for the concise feedback.
Excellent! Thanks a lot!
Here's what I noticed after playing 0.93b for about a week.
--Mutants did not show themselves anymore to any camps whatsoever in the night. However I could see the notifications that mutants are attacking stalkers somewhere nearby but I didn't encounter anything in any camps at all.
-- Mutants don't seem to despawn after the night and their encounters during the day are increased way more, thus making game more interesting during the day than night.
--Because of the same reason above, I see a huge drop in fps overall in the game. It's like the game is always processing all the mutants that didn't despawn after the night and are still living and breathing in the switch set by addon script.
--For now I have removed the addon from my game as it's not doing what it set out to do. Maybe in future updates things will change.
*Suggestions*:
I'm a potato owner so as a minority, it's fine if you don't want to implement the suggestions made by me. Even still here are they-
The previous version of the addon seemed to work fine. I did have to tweak some things to my taste but for the most part everything just worked.
I suggest you keep things simple like before and don't go into complex coding of adding more features.
Sugg. 1: Make this addon seperate for both potato users and high end users. Give them choice to install what they want. Keep the potato version simple. Mutants at night>comes in waves> attack the bases> and after 5 AM, mutants outside the player's exclusion radius should just plain despawn completely to reduce the load on the system and spawn again in the specified time the next night. This way the mutants should be truly nocturnal. Keep the values in scripts accordingly.
Sugg 2. Remove the time until the next wave (it's broken) . Spawn the monsters EVERY night. Not every two or three nights . That way people will expect it every night and it will be more immersive to not exactly know at what time the wave is gonna come. From 00:00am to 05:00 AM, waves should come anytime in between.
That is it for now. And I get it if it's too much of a hassle for you to optimise it for low end users. I dont blame ya.
Good luck. :)
I read your suggestions.
In the least, you eill get the opportunity to have as much or as little mutants you need. - Example: from 0 to 100%. - In the next update, WiP, and IRL stuff.
- Similarly will be for the Dynamic Mutants, 0 to 3000.
The counters are active during this beta phase, and I left them for some info, indication.
- They won't be present in the final version, ofc.
As for the frequency of attacks, I want it to be "likely" for the folllowing night to have attacks.
- "Likely", i.e. 50-60% probability.
Not certainty, and not "relax, they won't come:..
And I want for the mornings to be dangerous still, from the few mutants that survived.
( -Will make more cautious, those stalkers that rush with the first light. )
does it work when putting it in with an existing save?
Yes, it works on a New_game and on an existing save.
Note that, as it is still in beta, it is recommended to test it out on a not very crucial savegame file.
- This applies to any addon in beta phase, of course.
Is it safe to overwrite files from dynamic mutants?
Yes.
Only problem I can think of is the mutants will kill off quest NPCs like Hip, already found her dead in multiple playthroughs
As I can hear, Hip very easily and frequently dies even in vanilla Anomaly.
- Casualties are expected in a place like the Zone, unless the character has a "plot armor".
Immersive thing is to know that, in a such dangerous place, you can't always get what you want. Task-givers will die off, so will your companions, and you'll have to deal with consequences.
An immersive RP experience consists of the above. And more.
Nights ARE dangerous, and stalkers should plan their activities in according to that wisdom.
-----
In any case, you can always decrease the value with the slider.
There is a mod that downs companions until you pick them up, maybe that can be used to a similar effect with unique quest givers?
Considering many options, this seems most immersive to me also.
- "Not very vulnerable" but also "not invulnerable" companions.
If they DO go down, they will be put out of the fight temporarily, needing the attention of the Player - which seems like the overall best scenario.
( - Or they stand up on their own, after 10+ minutes.)
This comment is currently awaiting admin approval, join now to view.
Hello, great mod, and correct me if I'm wrong, but the title for this mod suggests that it's a 'night-time' extension of the dynamic mutants mod, for nocturnal mutants whereas the description suggests it's an additional mechanic for attacks after the sun sets. Maybe 'Dynamic nocturnal attacks' would be a more fitting name?
No. It doesn't suggest that at all. - They are both very different in what they do.
The name "Dynamic NOCTURNAL Mutants" is most fitting. They are not attacks, but Nocturnal mutants being more active at night, roaming around the map, hunting, and there are also attacks on bases,etc.
It is not an extension in any way to the other addon.
Both are thought out, planned, designed, done - with entirely different goals in mind.
----
In the most simple terms:
- Dyn NOCTURNAL Mutants goal is to make the nights more intense and dangerous, all over the map. As it should be. - To make the nights and days very different, and to force stalkers plan their activities accordingly. - And: "when the night comes, seek a safer place, do NOT be left outdoors during the night".
- Dyn Mutants goal is to populate every reach of the Zone with the most appropriate mutants at that particular location. And only where something should be there.- This includes all maps/labs, except CNPP_underground.
---------
P.S. I named its slider setting 'STRENGTH of the ATTACKS' so that people can more easily understand it.
It actually determines the presence of nocturnal mutants all over the map during that night.
A good mod. At night, it adds to the atmosphere when you sit near the campfire (because of the monsters, it's better to stay hidden at night) and with mods for new sounds of weapons and environments, you can hear the distant sounds of shooting at mutants)
It's really bad that mutants enter the bases and kill the bots. I noticed that the bots don't seem to do anything to them at all. I don't know for sure, but I saw that the mutant beats the bot and he just doesn't notice it
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: ....1/anomaly 1.5.1\gamedata\scripts\global_position.script:75: attempt to index local 'offset' (a nil value)
stack trace:
That doesn't look like it has anything to do with this addon.
The script doesn't even touch the function 'from' related to this error.
Changelog for v1.02?
Didn't consider it important to log it. - It's a minor improvement.
Since you asked:
- I refined the times (in minutes) when the nocturnal mutants can show up all over the map.
It was on the hour, 21,22,23, 1,2,3,4. - No inbetween.
Now, it can happen at any moment between 21h-0h, 1h-4h.
- Example: 21:48, 3:15.
Now, you really can't know when they will show up. All you can know is that it is LIKELY that they'll do.
- Start using the handwatch, or track the sunlight. Do not be left outdoors anywhere on the map, past 21h.
Thanks for all the addons. Wish you best of luck.
Sounds interesting! Just an idea: maybe there could be a light version too, which elevates the thrill of night missions, but doesn't kick your *** completely if you venture out.
Read description. - Set the slider to 10-15.
Awesome, well done!
If I were to give just one suggestion it would be that the sufix at the end of each message provided by the addon ("-- NOCTURNAL MUTANTS") is somewhat unimmersive.
Other than that it's incredible. :)
The suffix is very subtle, grey, and is there to indicate that it is a feature from this addon.
- So that people can distinguish these messages and appreciate them on their own.
Otherwise, they easily get 'drowned out' by all the other messages.
- In my tests, it was clearly shown that they need to be pointed out in some small way.
I put more than 2 days into coding,testing,improving this feature alone. Even more so, to write quality messages. - And to see these few messages getting hardly noticed... Thus, the subtle suffix.
I understand. Fair enough. :)
Have had this come up a couple of times in underground labs (X18, Agroprom Underground).
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...medata\scripts\___spawn_dynamic_nocturnal_mutants.script:376: attempt to index local 'sender' (a nil value)
Thanks for feedback. Check v1.051.
These few days I am still monitoring the comment section for any issues. To make sure that people in the community can enjoy it fully.
Post back on whether it is alright now.
Seems good now, thanks.
If I go to bed for a few hours at night, will the addon work in this case? Night mutants will appear?
They might appear, yes.
If you sleep through the whole night, then no.
Good job. But I dreaming about patch that merge Nocturnal with Warfare Alive. For now they incompatible =(
Moddb.com
'Warfare Alife Overhaul' seems to be a popular addon, meaning: many people like and enjoy it.
So, I made a patch. --- Drive.google.com ---
( - "Warfare Alife Overhaul 1.2.0 -- DynNOCTMutants 1.051 -- PATCH")
NOTE: - this patch is also applicable to 'Teleport Anomalies' and 'Dynamic Mutants', and 'WAO'.
----
For other addons, the addon-authors can do the simple merging necessary.
OMG, you are the Saint, thank you very much. Its like a miracle to me!
The messages shouldnt conflict with the Dialogue Expanded PDA messages addon right? Should work together?
Pretty sure I have both installed and nothing wrong's happening with the game.
This comment is currently awaiting admin approval, join now to view.