-> NOT REALLY A MOD <- Just a rant about a certain ltx. -> NOT REALLY A MOD <-
After modding this game for hours and hours, I stumbled on the squad_descr_default_mutants.ltx (and squad_descr_default_stalkers.ltx) pretty much by chance only. It blew my mind how easy it is to change the numbers of squad sizes in those files. Changing values in those files only takes a couple minutes and can have a huge impact on gameplay, especially if one is bored by mutants like zombies or dogs posing no threat whatsoever because of their small numbers.
The uploaded zip has the vanilla files with the correct file path so it can be edited to one´s liking.
To change squad sizes, all you need to do is edit the line
npc_in_squad = x, y
to whatever you want or your PC can handle. First number is minimum, second maximum. Some squads have a static number, but those can also be edited to have min, max instead.
So if for example we take this
;----< Zombies >-----|
[zombied_sim_squad_novice]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2
npc_in_squad = 3, 4
common = true
and turn it into that
;----< Zombies >-----|
[zombied_sim_squad_novice]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2
npc_in_squad = 2, 10
common = true
we have the potential for some larger zombie hordes with a huge degree of randomness.
Why not just use population factor in options?
Because this allows you to fine tune the relations and numbers in a better way. If you set pop factor to "1" in options, what you set in those files is what you should get. Maybe you want to have huge zombie hordes but don´t want to change the number of bloodsuckers, etc. If you use the multiplier in the options, every mutant is affected. Also you cannot get certain results like huge groups by just changing the multiplier. Vanilla zombie squad has 3 or 4 zombies in it, multiplying that by 2 won´t get you far if you want really large hordes.
How do I know what numbers my PC can handle?
Change some squads to high numbers. Enable debug mode in launcher. Press F7 ingame. Use the menu to spawn in the squad you changed and see if it turns your game into a stutterfest. Also keep in mind that often you will have interactions of multiple squads.
Won´t the NPCs all be wiped if I set the mutant numbers higher?
They will certainly suffer but unless you go completely overboard it should be fine.
Since this is not technically a mod, I could delete it if the overwhelming feedback is negative. However, changing the values in those files had more impact on my gameplay within a couple minutes than sometimes hours of modding and I don´t think most people know how easy it is to fine-tune squad sizes to their own liking.
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9.312 votes submitted.
thank you, but I'm not sure this belongs here. What you note here is more like "common knowledge" than "something new" for modders. Now for those wanting to become modders it is interesting for sure, but then I guess this belongs into the forum and not into the mod list. no?
I mean otherwise we could create a mod for each ltx type, explaining what it does. This is called a modding guide and I'm sure there is a place for that (eg, Wiki or forum, or even discord).
I mean I don´t really disagree, on the other hand I could have named it "Possum´s Super Awesome Respawn Mod" and uploaded the preset that I personally use w/o any explanation, then this discussion wouldn´t exist, but it would just be another low effort ltx edit "mod". This is more "teach a man how to fish...". Forums are dead and I rarely use discord. People who want to mod their game look here.
What Anomaly could use is an extensive modding tutorial repository. However it´s not like my happiness depends on this being here - MY game is already modified the way I want it after all.
It´s getting some DLs/ratings so I´ll leave it up for now, I think.
"I mean otherwise we could create a mod for each ltx type, explaining what it does."
Don´t threaten me with a good time ;)
hahaha. yeah I get what you mean.
Thanks for share PossuM .
I edited files and now getting more fun from gameplay ;)
I like that you explained what the numbers mean (the min and max). Even though this isn't really a mod, I still view it as a 'mod resource' which could still help someone.
I hope someone could add spawns in those buildings in Anomaly which are always empty for the most part. Would be great if I wandered into one and encounter mutants or enemy stalkers, as well as random loot just so exploration could be more encouraged.
Follow up: Not only did I modify the squad sizes mentioned by the author (nothing too overboard, though), but I adjusted the respawn_idle time to 3 hours for faster enemy respawns (value of 10800 - in seconds. Default is 1 day, which accounts for a more empty Zone):
gamedata => c> scripts => (the areas folders) => smart
Open the files in the 'smart' folders and change the respawn_idle value for the areas where you want to have faster enemy respawns.
3 hours felt more closer to Stalker OGSR for me and the Zone no longer felt so empty. It's more hectic though, so you might wanna go for 4 hours (14400) instead. YMMV.
Formulae: 60 X 60 X (number of hours you want)
I think this is a nice combo with what the author has taught here for those of us who like a more populated Zone and more action.
Я оставлю это здесь. Тут уже готовые файлы разного вида. Если вам помогут мои наработки - буду рад Moddb.com
Thank youuu PossuM, i edited files and my game got better.
Thanks! I think this way I can avoid getting attacked by 15 Tushkanos in Cordon the moment I step out of the Rookie Village!
I'm too lazy to check but I've seen similar possibility to affect squad size in warfare settings. Although I'm not sure whether those warfare settings are applied when you aren't actually playing warfare mode.
Отлично, нужно больше таких разьясняющих маленькие фичи игры постов. 10ку влепил, буду тестить.