Add addon Dynamic NOCTURNAL Mutants V1.051, for Anomaly 1.5.1
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Dynamic_NOCTURNAL_Mutants_v1.051_for_Anomaly_1.5.1.rar
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Prefabs
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Proprietary
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bmblbx176
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Anomaly devs team
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Updated
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97.43kb (99,764 bytes)
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2,760 (23 today)
MD5 Hash
fc65161ed873175f1b58864e28b6e93b
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Description

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.

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Dynamic NOCTURNAL Mutants V1.051, for Anomaly 1.5.1
Comments  (0 - 50 of 55)
NOMADs_Reviews
NOMADs_Reviews

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

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vkronizer
vkronizer

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?

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bmblbx176 Author
bmblbx176

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.

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reter
reter

can you also make so they can attack even in 1:00-4:00am which is still "night"

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bmblbx176 Author
bmblbx176

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.

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Daev0
Daev0

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.

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bmblbx176 Author
bmblbx176

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...

Reply Good karma+2 votes
SamcioPamcio
SamcioPamcio

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 !

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vkronizer
vkronizer

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.

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bmblbx176 Author
bmblbx176

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.

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vkronizer
vkronizer

We will. We have faith in you.

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Guest
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SamcioPamcio
SamcioPamcio

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

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bmblbx176 Author
bmblbx176

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.

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D-Filin
D-Filin

Excellent! Thanks a lot!

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vkronizer
vkronizer

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. :)

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bmblbx176 Author
bmblbx176

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. )

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peraleglerg_
peraleglerg_

does it work when putting it in with an existing save?

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bmblbx176 Author
bmblbx176

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.

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jpbernardo81
jpbernardo81

Is it safe to overwrite files from dynamic mutants?

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bmblbx176 Author
bmblbx176

Yes.

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Guest
Guest

Only problem I can think of is the mutants will kill off quest NPCs like Hip, already found her dead in multiple playthroughs

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bmblbx176 Author
bmblbx176

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.

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Guest
Guest

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?

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bmblbx176 Author
bmblbx176

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.)

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Mad_Cube
Mad_Cube

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?

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bmblbx176 Author
bmblbx176

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.

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Еngel
Еngel

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

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plakki
plakki

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:

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bmblbx176 Author
bmblbx176

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.

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ThatJustaGuy
ThatJustaGuy

Changelog for v1.02?

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bmblbx176 Author
bmblbx176

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.

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Kahntei
Kahntei

Thanks for all the addons. Wish you best of luck.

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gettodachopa
gettodachopa

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.

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bmblbx176 Author
bmblbx176

Read description. - Set the slider to 10-15.

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Kuez
Kuez

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. :)

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bmblbx176 Author
bmblbx176

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.

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Kuez
Kuez

I understand. Fair enough. :)

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bruins2006
bruins2006

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)

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bmblbx176 Author
bmblbx176

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.

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bruins2006
bruins2006

Seems good now, thanks.

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Arka6a
Arka6a

If I go to bed for a few hours at night, will the addon work in this case? Night mutants will appear?

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bmblbx176 Author
bmblbx176

They might appear, yes.

If you sleep through the whole night, then no.

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nazarokpukovic
nazarokpukovic

Good job. But I dreaming about patch that merge Nocturnal with Warfare Alive. For now they incompatible =(
Moddb.com

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bmblbx176 Author
bmblbx176

'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.

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nazarokpukovic
nazarokpukovic

OMG, you are the Saint, thank you very much. Its like a miracle to me!

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Guest
Guest

The messages shouldnt conflict with the Dialogue Expanded PDA messages addon right? Should work together?

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Kuez
Kuez

Pretty sure I have both installed and nothing wrong's happening with the game.

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