Description

Overhauls spawns in Anomaly to make them more unpredictable and random.

Preview
Random Spawns for Anomaly 1.5.1
Comments  (0 - 50 of 177)
SilverBlack78
SilverBlack78

Looks very coooooool! I wander how my zone will be like with my population factor set to 1 for both mutants and NPCs... I'm in part 2 of my ironman playthrough.

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reter
reter

This is what i was waiting for, thank you!

Is the random number of mutants spawned in a spot act for all mutants spawns and also for the stalker spawns too?

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SixHundredCorpses Author
SixHundredCorpses

I play with both on 0.25 and in the AXR options file I changed both to 0.01.

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M4K5P0W3R
M4K5P0W3R

Where this file AXR locate ?

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SixHundredCorpses Author
SixHundredCorpses

It's in gamedata/configs.

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M4K5P0W3R
M4K5P0W3R

I have not found such a file on this path

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SixHundredCorpses Author
SixHundredCorpses

For me it only appears there after you start a new game on a fresh install.

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GermanDmitrovsky
GermanDmitrovsky

0.01 сталкеры и 0.01 мутанты? это же катастрофически мало, может имелось ввиду 0.1 ?

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SixHundredCorpses Author
SixHundredCorpses

You don't need to have the same spawn factor as me.

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SixHundredCorpses Author
SixHundredCorpses

Most spots spawn either 1 mutant squads or 0 mutant squads. There are a few spots that spawn either 1 or 2 squads, in wooded areas like Red Forest. Also around the CNPP and Generators.

The stalker squads added by this addon spawn in groups of 1 - 4.

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M4K5P0W3R
M4K5P0W3R

New game need necessarily ?

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SixHundredCorpses Author
SixHundredCorpses

A new game is best.

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reter
reter

lol hip is missing! i wonder where she went, maybe in Red Forest or in a Lab

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SixHundredCorpses Author
SixHundredCorpses

Strange! That's never happened to me. I just started a new game to check it out and she's right there.

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Detestt
Detestt

She probably ran to the Military checkpoint and got killed. I always find her dead somewhere lol

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M4K5P0W3R
M4K5P0W3R

have conflict with Moddb.com ? Make some patch ?

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SixHundredCorpses Author
SixHundredCorpses

That addon doesn't even edit the same files?

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davidevd2014
davidevd2014

is this mod compatible with Dynamic Mutans?

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SixHundredCorpses Author
SixHundredCorpses

I think so, that addon doesn't seem to edit the same files.

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twinstar360
twinstar360

I don't want a Pseudogiant at my starter base i just roam like 10 feat away from my starting point and there's he is a Pseudogiant rampaging at the military base

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SixHundredCorpses Author
SixHundredCorpses

Pseudogiants have a chance to spawn in Agroprom. If you don't want that, go in configs/scripts/Agroprom/smart and remove "simulation_gigant" from all the files there.

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WastedSky
WastedSky

Can you make an optional file so weak chimeras and giants still appear? Or how can I make them appear again? It adds even more randomness...

Thanks and nice addon, stalker :)

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SixHundredCorpses Author
SixHundredCorpses

In the squad_descr_default_mutants file, find the sections for the Chimera and the Pseudogiant (giant). Add this to the "npc_random" line:

Chimeras: chimera_weak, chimera_normal, chimera_normal2, chimera_normal3

Pseudogiants: gigant_normal, gigant_weak

For burers: burer_weak, burer_weak2

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WastedSky
WastedSky

Thanks for the help! :)

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GamersGen
GamersGen

I just love these alife spawn mods!
does the file simulation.ltx alone controls the spawns on each map/smart terrain?

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SixHundredCorpses Author
SixHundredCorpses

Yes, it controls spawns on every map. The squad_descr and smart_terrain files are for their own maps.

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bvcx
bvcx

simulation.ltx is what is going to spawn on a new game just once.

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Даниль
Даниль

This mod crosses the Trader Overhaul files.

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SixHundredCorpses Author
SixHundredCorpses

Which files, exactly? I'm looking at the normal version of Trader Overhaul 1.26.5 and I can't see any conflicts.

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Даниль
Даниль

Folder "gamedata\configs\scripts\bar" has already been added by the "+++ 01a. Trader overhaul
Folder "gamedata\configs\scripts\jupiter" has already been added by the "+++ 01a. Trader overhaul
Folder "gamedata\configs\scripts\pripyat" has already been added by the "+++ 01a. Trader overhaul
Folder "gamedata\configs\scripts\red_forest" has already been added by the "+++ 01a. Trader overhaul
Folder "gamedata\configs\scripts\trucks_cemetery" has already been added by the "+++ 01a. Trader overhaul
Folder "gamedata\configs\scripts\zaton" has already been added by the "+++ 01a. Trader overhaul

And it seems that this is not critical, right?

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SixHundredCorpses Author
SixHundredCorpses

Ah, it's just recognizing the same folders. This is not critical.

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Guest
Guest

Chrome won't let me download your addon, it recognizes it as a virus. Any ideas?

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SixHundredCorpses Author
SixHundredCorpses

Well, I made it and I can guarantee it's not a virus. It sounds like a problem on your end.

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Guest
Guest

Thank you for your reply, I'll look into it then

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Guest
Guest

Is anyone having problem with Fanatic's boar quest? The boars doesn't spawn.

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SixHundredCorpses Author
SixHundredCorpses

I removed those boars by accident, sorry about that. I've fixed this in the newest update.

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Guest
Guest

Awesome. I have really enjoyed the mod what little i have played with it. Just started a new game with it. Nothing beats a bit of randomness in the zone.

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reter
reter

it's not a big deal, now Fanatic is part of my teammate

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SixHundredCorpses Author
SixHundredCorpses

Haha, keep him as your bff!

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morgannoor1991
morgannoor1991

i love this thank you for the better game10/10

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Wuach
Wuach

Will this mod ignore spawn in bases ?

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SixHundredCorpses Author
SixHundredCorpses

It alters them a little bit, the amount of squads spawned is decreased in some bases to account for all the other stalkers spawned by this mod. New squads have been added to the Hangar in Garbage, Jupiter station and around the CNPP.

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Wookienator
Wookienator

I would love to use this, but there seem to be lots of conflicts with the LTTZ Directors Cut. Do you think a compatibility patch may be possible to create?
I do not think an easy merge willl do the trick here :D

Cheers

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SixHundredCorpses Author
SixHundredCorpses

I don't think these two addons are compatible. As I said, my addon was made with freeplay in mind.

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nize2864
nize2864

Hello! This addon sound pretty interesting! Do you know if it would be compatible with Dynamic Mutants and or Living Zone ?

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SixHundredCorpses Author
SixHundredCorpses

Hello, nize. I think my addon is compatible with Dynamic Mutants. I have not confirmed this but they don't edit the same files so it should be fine. It seems to be incompatible with Living Zone, however.
EDIT: It actually is compatible with Living Zone.

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nize2864
nize2864

Hmm. Would try it instead of Living Zone i reckon it wouldn't brake things. I assume it's safe play on existing saves and safe to uninstall ?

Edit:
Tried it on my existing save game. Living Zone is safe to uninstall but once i install Random Spawns mod i get this when trying to load save game:

* Loading spawn registry...
!ERROR: lim_smart_terrain_7 Wrong smatr_terrain respawn_params section [respawn@lim_smart_terrain_7] prop [spawn_greh](there is no section)
!ERROR: pri_a21_smart_terrain Wrong smatr_terrain respawn_params section [respawn@pri_a21_greh] prop [spawn_greh](there is no section)
!ERROR: zat_b104_zombied Wrong smatr_terrain respawn_params section [respawn@zat_b104_zombied] prop [spawn_greh](there is no section)
zat_b20_smart_terrain Wrong smart_terrain respawn_params section [respawn@zat_b20_smart_terrain](there is no section)
pri_smart_neutral_stalker1 Wrong smart_terrain respawn_params section [respawn@pri_smart_neutral_stalker1](there is no section)
* 18652 spawn points are successfully loaded
* Loading objects...
!ERROR: lim_smart_terrain_7 Wrong smatr_terrain respawn_params section [respawn@lim_smart_terrain_7] prop [spawn_greh](there is no section)
!ERROR: pri_a21_smart_terrain Wrong smatr_terrain respawn_params section [respawn@pri_a21_greh] prop [spawn_greh](there is no section)
!ERROR: zat_b104_zombied Wrong smatr_terrain respawn_params section [respawn@zat_b104_zombied] prop [spawn_greh](there is no section)
zat_b20_smart_terrain Wrong smart_terrain respawn_params section [respawn@zat_b20_smart_terrain](there is no section)
pri_smart_neutral_stalker1 Wrong smart_terrain respawn_params section [respawn@pri_smart_neutral_stalker1](there is no section)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'ds_kem2_stalker'. Please attach [*.ini_log] file to your bug report

stack trace:

The Mod does conflict with Rowan's Rebalanced ALife Profiles which i have installed and it's not safe to uninstall either.
I tried starting a new game with living zone uninstalled and your mod + ROwan's installed but rowan had priority over yours and new game started so it has to do with existing save only...

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SixHundredCorpses Author
SixHundredCorpses

This addon changes the smart_terrain files a lot so it definitely could run into problems on existing saves.

However, Rowan's Rebalanced ALife Profiles only conflict is the squad_descr_default_mutants file, which is not absolutely necessary for my mod to run. Without it you will have the vanilla mutant pack sizes and they will be less varied, though. You can always just copy the squad numbers from my mods file into his squad_descr_default_mutants file, too.

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nize2864
nize2864

I found a solution to using the mod with the existing save. I just deleted all common squads with debug menu, disabled Living Zone and enabled your mod. Now game loads and been playing for an hour going through different zones without error. Mutants and NPC seem to spawn ok. Did see some more mutant variety in army warehouse which is pretty cool! Going to test out some more these days.

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SixHundredCorpses Author
SixHundredCorpses

Awesome! Glad to hear you worked it out.

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dikabagas369
dikabagas369

Man, Living Zone is what makes the zone more alive. It's sad to know your addons doesn't compatible with that. I imagine if both work, how awesome it will be.

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SixHundredCorpses Author
SixHundredCorpses

I actually checked it out and most of the smart_terrain files in Living Zone seem to be more or less the same as in vanilla Anomaly. Are you sure Living Zone needs those files to work? Try pasting my mod over Living Zone and see if it works.

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