Living Zone addon port for Anomaly 1.5.1. With some changes here and there.
Archived. New version from original author here Moddb.com
Just a simple port of Living Zone to Anomaly 1.5.1. Standalone addon.
Since the addon is kinda hard to test alone due to its nature, I would love to hear some feedback if everything works fine and all. So yeah, treat it as a beta or smth :)
For archive purposes there's an optional folder which contains old Living Zone 1.0.9 smart terrains. I cannot recommend using that since this thing can make bases empty so use with caution :)
Based on the addon here (not required) - Moddb.com
Changelog
r1.2 - removed release_body_manager.script and added 1.0.9 smart terrain files back as an optional for those who want old living zone addon experience
thank you!
Do you think this is compatible with random spawns? Moddb.com
Thank you for sharing previous version :D
About random spawns addon, it is compatible since this version uses vanilla 1.5.1 smart ltx's (I couldn't find any significant differences). Just make sure that random spawns addon replaces these files. I'm thinking about removing smart folder from this addon since now these are obsolete and to make things less complicated as well.
Holy poop, I started playing this last week and I was thinking "too bad Living zone isn't made for 1.5.1" Good stuff! Any issues if installing midgame? Other than just needing to wait for new spawns.
There should be no problems, and if you could give me feedback if everything works fine after some time I would be delighted :)
Absolutely. Also, any issues if uninstalled midgame? just to be safe. I use Mod Organizer 2
I don't think there should be any problems.
Wondering how well will it go with Warfare Alife Overhaul? Are there conflicts?
There is a major conflict, so if you wanna use both addons, you got to merge them.
It's clear, thanks
I just installed it. Doesn't conflict with other mods I use so far, but I can't tell a difference ingame yet (since I am in mid game). No crashes. I'm curious for the other guys reviews as this gets tested over time. Thank you for doing this!
I think this mod needs some in game days to go by before it starts to seem different.
Literally today I went to the page of the old mod, I was upset that it was on an early version. Thanks, we will test it) There is a comment on the old page, is it true or not? Here's a comment:
"- He uses a very arbitrary approach to get the stalkers / mutants to move. How? It reduces the squad capacity in almost every location to something very small, well below the actual maximum capacity determined by the vacancies available. For example, this addon modifies Sky's Clear Capacity. Base increased from 5 to 1. This means that you will never have any units visiting the base.
- It changes the body cleanup script so that the number of bodies before cleaning is allowed 15. It removes the code related to the sliders in the main menu, making them useless. Instead, it adds code to force the cleanup by pressing F7 (this is not mentioned anywhere other than the script itself!). Was this addon built for a previous version of Anomaly and never updated?
- This significantly changes the bias of the units of the faction towards certain locations, and not so that the prejudices are grouped, so to speak. Thus, you will often have units deciding to go through the entire zone quite often. This is relevant for Warfare, where this bias is factored into positioning. "
Good question
The smart terrains reduced to 1 capacity is true for original mod.
This one have changed NPC routes only, but not much honestly (only darkscape has been changed by large margins). I think that you probably won't really notice the difference between this and vanilla ;]
It's very good if it only changes the route and not the number of people in the group. Thanks)
So you're saying this mod doesn't really do much to make the zone population more dynamic?
Looks like not much yeah, but you better test it by yourself ;]
I'm just a random guy from internets.
This addon does exactly what bvcx said, I couldn't say it better :D
Guess I will have to check all the files in the smart folder as well. Thanks for the info :)
I'm confused, nothing is clear at all: D
So I will try to explain :D For now this addon only tweaks NPC routes. You know, if clear sky member is allowed to go to certain place like campfire and such. This is done by editing simulation_objects_props.ltx file. What I've done is I compared default file with the one that was in the Living Zone addon, compared, merged them both and adjusted the values.
About that comment:
1. Original addon changed the 1/10th of overall smart terrain (and its kinda unfinished i think) and one of them are the bases, so that statement is true. I'm gonna include these changes as an optional, since I don't think these are that necessary and it can make bases empty.
2. Actually I removed the script in r1.2 so now it uses default Anomaly 1.5.1 behavior, so all the sliders work no problem.
3. This can be an issue for Warfare players and I wouldn't recommend using this addon for that gamemode.
Hope I cleared things up :D
yea basically i think this addon force the groups limit to 1-2 in bases so every stalker is forced to walk through the zone instead of entering the base, not a elegant way to do this but better than nothing i think
Я так понимаю этот аддон не до конца закончен, будем ждать развития мода.
To be honest, it's already finished. I have ported the addon with small tweaks here and there and seems to work fine. I don't think there's more to add from my side.
Is there possibility of making it compatible with bounty squads expanded mod? Yesterday I got crash referring to smart terrain placement.
If u used the optional file, remove it. I will still check the problem, but a crashlog would be helpful as well.
I will try to reinstall Your addon and reproduce crash by hanging around monohead death-zones - Limansk and Red Forest.
Does this basically make it so there’s more variety in each location like random spawns does? For example: Renegades at the car park in Cordon or Monolith in the swamp?
It's more what routes will NPCs take. For random spawns use Moddb.com which seem to be compatible with this addon as well so u can use both (just don't use the optional from living zone addon, i just kept it for archive purposes) :)
Specifically how was this achieved?
Any idea how many in game days it'll take to see the affects when installing mid game? I don't mind the wait but I'd like to know when I can start paying attention for changes.
Changes should be immediate as soon as you load up the save. Don't expect any major differences - as these are subtle.
Second Life? Perfectly!
I wanted to redo it, but there is not so much time and testing alone is difficult and long.
Don't mention it, I just made it suitable for 1.5.1 :)
Moddb.com
Compatible with this?
Yes.
Hey, I just made a previous post on guest account but decided to make my own. Really loving the reshade it's fantastic and completely changes the game for me but my moon has this weird red effect that looks like a sun. I was messing around in the settings and selected a moon phase but I'm not sure if that would have any affect. Would you have any ideas on what could cause this?
You got to unphase the moon since it collides with the wish granter which changes the structure of space and time. And holy rock does not like tinkering with that. Don't do that next time and don't mess with monolit settings. You DON'T want to make monolit angry, hmm? :p
I used the original, and loved it! I'll test this one, and tell if I find anything off.
Thanks for your work! Cheers, mate!
No problem, have fun. :)
Hey! Really loving the mod but I'm running into some performance issues. I dip into the mid 40's to 60 with this mod installed, with some trouble shooting I've actually narrowed it down and I don't have any more plugins installed and the dip still occurs, but disabling the mod and enabling all the others (around 50 plugins) I'm at a smooth constant 60. I'm wondering what could cause a dip like that
edit: to clarify, I disable all my plugins except for Living Zone and still have an FPS dip, and then with Living Zone disabled it's back to being smooth.
It's probably cause of increased online switch radius to 2000 meters in alife.ltx file. You can lower that radius by changing the switch_distance value or just remove alife.ltx from the addon folder to restore default behavior which is 500 meters I think.
Mod work absolute perfect.I use it with max Population settings and fast respawn with 3 ingame hour's.Before your Mod i was gone crazy why i had something like 40 Stalker only in the Rocky village sitting around the campfires and doing nothing and not 1 Friendly Stalker north of the broken Bridge.Now all move around fight and loot on all Maps.You hear Gunfire every where now it seams a War Zone and not a weekend in the green in a Park.Performance Drops or problems i don't see run the game with all at Max.and i don't have a Mega PC. Dont understand why so many seams to have Performance Problems with Anomaly in General it is until now the most stable Stalker Mod i find.To the Difficult change with moving so many Npcs on the map it don't change to be true it become a little bit more easy now as final you don't need to fight always alone.Its real much more immersive now as you can help real other Stalkers and they come and help you same for the enemy's even the Guards at the control points move and help if there Faction members close to them are under fire before they only look how all die until you attack them direct.
Is it compatible with this Moddb.com ?
Yes.
so basically what is the difference between this and the one from the original uploader? thanks