Description

In this addon has smart terrain been recreated, both spawns and sim avail. The factory will now be deserted and feels lika a desolate area. Mutant spawns that better match the landscape and environment. Implemented ambient\effects at the Army Base and surge ambient. And includes Agroprom Underground.

Preview
Re:done Agroprom & Agroprom Underground OUTDATED VERSION
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TomasaurusREKT
TomasaurusREKT - - 328 comments

GAMMA compatible?

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eAkman Author
eAkman - - 403 comments

Yes. Just have it at the bottom of the load order in MO2.

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2-ton
2-ton - - 143 comments

Can you better explain the redone spawn point and the endless spawn? is it triggered by time or just every time we enter and exit the location?

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eAkman Author
eAkman - - 403 comments

Redone Spawn Point is a modification series that will alter the Stalker maps to make them more immersive but try to maintain the balance between realism\lore and gameplay. Some changes are that most of the stalker spawns will spawn at the faction base or outpost, and mutants in the environment of the map have to offer. Both spawns and sim avail will change, so it will be a different gameplay experience.

And endless spawning is a feature in Agroprom Underground that will allow respawning. It uses trigger zones and a timer. The trigger resets and respawns with new mutants when the player reenters and triggers the spawn zone. This is currently a test feature.

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CuulG
CuulG - - 28 comments

Oh Killer thanks for making this, hey you how to get only the monolith sermon speech from anomaly radio extended?

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eAkman Author
eAkman - - 403 comments

Np. Is it monolith_radio_1.ogg file? Just download the mod and extract the file. If you want to utilize it, just script it in ;)

"gamedata\sounds\anomaly_radio_addon\monolith_radio"

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Theisgood
Theisgood - - 563 comments

Hey I know you just added this mod but I was wondering if you could add patches for these two mods?

Moddb.com

Moddb.com

They both confict with this mod but not your underground one which is odd. Guess the mods above don't touch the spawns underground.

Both mods do the same thing but one is for 12 hours and one is for 6 hours I use both depending on my playthrough :).

Great friggen mod! 10/10 from me.

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eAkman Author
eAkman - - 403 comments

Hi. The mods you linked have the original smart terrain config, which this mod alters.

Simply delete their smart folder and edit your own "respawn_idle" in "smart_name".ltx in this mods smart folder ;)

"gamedata\configs\scripts\agroprom\SMART"  <--- delete the last folder "smart" in both of mods.

I use 4 days ingame respawn timer in the ZCP mod xD
It makes you, as a player, move a lot more to different zones.

Thx, glad you like it.

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SniperHellscream
SniperHellscream - - 981 comments

Hello friend, I really like your work and the basic idea of the mod is great, you know it would be excellent to do something similar but with the faction bases which are too populated which slows down the game a little. By transferring the same idea of repopulating but instead of that will reduce the populations of the bases
And if the factor were customizable even better, but well beyond that! great job 10/10 excellent mod! My best wishes for you!

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eAkman Author
eAkman - - 403 comments

Thank you for your comments. Yes, most faction bases have a max_population of 6-10 . But then, like in this map, you have two additional smart terrains next to each other, so does the militery base have a total population of 14. I could cut it down to 6-8. I don't want a faction base to feel empty, It also makes raiding a faction base far too easy.

Customizable factor should be a great ide MCM config.

Thank you once more for the nice comments.

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SniperHellscream
SniperHellscream - - 981 comments

I was exactly thinking of MCM for the configuration, on the other hand, I think that the Agroprom military base is fine in terms of population but there are others such as Rostok or Dead City that I think have too many NPCs, but hey anyway, thank you very much For this!!

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eAkman Author
eAkman - - 403 comments

Thank you

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NuclearMessiah12
NuclearMessiah12 - - 39 comments

!!!DLTX ERROR Attemped to override section 'spawn_stalker', which doesn't exist. Ensure that a base section with the same name is loaded first. Check this file and its DLTX mods: j:/anomaly custom\gamedata\configs\scripts\agroprom\smart\agr_smart_terrain_7_4.ltx, mod file mod_agr_smart_terrain_7_4_redemption.ltx

FATAL ERROR

[error]Expression : strchr(str, ']')
[error]Function : CInifile::Load::<lambda_81807c19017c4979821162c596a32750>::operator ()
[error]File : C:\anomaly_src\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 594
[error]Description : Bad ini section found:
[error]Arguments : [

Any ideas?

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eAkman Author
eAkman - - 403 comments

Yes. It has been patched. Install the latest 1.1.1 update. Check if the error still remains.

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Don_Zubio
Don_Zubio - - 16 comments

Thank you, kind sir!

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eAkman Author
eAkman - - 403 comments

Np :)

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Guest
Guest - - 689,967 comments

Thanks for such much needed changes!

The game unfortunately sometimes crashes with the following error:
!ERROR: alife_create | section [simulation_fracture_squad] is invalid!

Haven't played much since, so can't say how I like it :)

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eAkman Author
eAkman - - 403 comments

I'm really sorry for this. It has now been patch. Download lates Update 1.4.2

Thank you for addressing this out.

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Stalker_Boss
Stalker_Boss - - 1,716 comments

simulation_fracture_squad is non existing in game
Delete it from your configs please

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eAkman Author
eAkman - - 403 comments

Its done. I'm sorry for this. I must have tested this mod on a GAMMA install, my bad.

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Larrylangosta
Larrylangosta - - 364 comments

this addon is awesome,Together with the others that you are doing, it brings more fun and life to the Anomaly locations, keep it up!!!

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eAkman Author
eAkman - - 403 comments

Thank you. That is the entire concept behind this project.

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Molix1981
Molix1981 - - 113 comments

Hey buddy, is these series of addons safe to instal mid game, i assume is not, because meanwhile you probably release new ones, and i have to start all over again..lol

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eAkman Author
eAkman - - 403 comments

Yes, it should be okay to install them. The underground ones, on the other hand, do not work if you have already visited them.

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Molix1981
Molix1981 - - 113 comments

ok, so i rather wait for the complete set...

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eAkman Author
eAkman - - 403 comments

Absolutely; it will take some time before all is done. Have a great play through so long.

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swafromsteam
swafromsteam - - 95 comments

Is there a way I can make it so stalkers still hang around the large complex in the center of the map?

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eAkman Author
eAkman - - 403 comments

Yes. You can use Moddb.com

And add line in to the guards_spawner.script

Or just delete agr_smart_terrain_4_4, agr_smart_terrain_4_4_near_1, "agr_smart_terrain_4_4_near_2, agr_smart_terrain_4_4_near_3 in smart folder and delete mod_simulation_objects_props_ARG file. That will make the map back to it the original setting.

Or edit the files yourself. It is not difficult. ;)

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eAkman Author
eAkman - - 403 comments

{Edit}.

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ElPapitrol
ElPapitrol - - 28 comments

Im having this ctd
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
Line : 257
Description : fatal error
Arguments :
1 : [Lua] ...mes/anomaly efp/bin/..\gamedata\scripts\sim_board.script(140) : create_squad

LUA error: ...mes/anomaly efp/bin/..\gamedata\scripts\sim_board.script:140: attempt to index local 'squad' (a nil value)

Check log for details

stack trace:

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eAkman Author
eAkman - - 403 comments

Hi, sorry to hear that. Please, can you answer the questions below?

Do you have DLTX installed?

Have you updated version 1.4.2?

Is it underground location with endless spawn function?

Can there be another mod conflict?

{edit} That error has been patched.

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Guest
Guest - - 689,967 comments

requires a new game?

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eAkman Author
eAkman - - 403 comments

It should not be necessary to create a new game. If you visit underground locations "agro_und" exemple, it appears that the mod will not benefit that area.

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oozish
oozish - - 318 comments

I have a ton of mods so I'm not complaining but this mod just crashes my game with multiple configurations with something about a simboard error? Sorry I don't have details anymore, but that was a term it was saying. It was really weird, and made it so I couldn't start a new game. I had it working at one time but started to get this message error and had to uninstall. I'm using all your other ones in addition to the underground in agroprom, thanks!

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eAkman Author
eAkman - - 403 comments

I believed this problem had been resolved with the most recent update. Make sure you have the newest update 1.4.2 and install Agroprom UndergroundV2 in the Optional folder.

I'll check over this mod again to see what the issue is.
simboard error = something to do with the spawns.

OptionalV2 Zombie in Meadow has some problem if you have installed that version... {edit: has been updated. }

{edit 12.05.2023 I received no errors after numerous tests.}

Thank you for reporting this

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Alex@1986
Alex@1986 - - 90 comments

Вертолёт всё так-же стоит на месте?

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eAkman Author
eAkman - - 403 comments

да. Я пытался, но не смог заставить вертолет патрулировать. Я не знаю, как написать файл logic.ltx, предназначенный для вертолета.

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Alex@1986
Alex@1986 - - 90 comments

В "call of chernobyl 1.5" Есть нужный файл, он там именно патрулирует вокруг локации, я тоже пытался починить но не сильно шарю в этом)

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eAkman Author
eAkman - - 403 comments

Ясно. Я сделаю больше работы над этим позже, но сейчас у меня нет времени. Акцент теперь сделан на Северных картах. Я потратил слишком много времени, пытаясь заставить этот вертолет функционировать должным образом.

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templario1453
templario1453 - - 95 comments

Im having crashes in Agroprom underground:
d:/my files/games/anomaly\gamedata\scripts\_g.script (line: 673) in function 'abort'
d:/my files/games/anomaly\gamedata\scripts\xr_death.script (line: 52) in function 'reset_generic_scheme'
d:/my files/games/anomaly\gamedata\scripts\modules.script (line: 211) in function 'reset_generic_schemes'
d:/my files/games/anomaly\gamedata\scripts\xr_logic.script (line: 274) in function 'reset_generic_schemes_on_scheme_switch'
d:/my files/games/anomaly\gamedata\scripts\xr_logic.script (line: 234) in function 'activate_by_section'
... smart_terrain.script (line: 1389) in function 'setup_logic'
... smart_terrain.script (line: 782) in function 'select_npc_job'
... smart_terrain.script (line: 1403) in function 'setup_gulag_and_logic_on_spawn'
... z_npc_footsteps.script (line: 107) in function <... z_npc_footsteps.script:1>
~ ------------------------------------------------------------------------
There is no section [death] for npc [sim_default_military_457767]
!WARNING : level.object_by_id(nil) called! [4]

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templario1453
templario1453 - - 95 comments

I keep geting crashes at agroprom:
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8CCCE26B1)
00007FF8CCCE26B1 (ntdll): (filename not available): RtlUserThreadStart
at address 0x000000014080790B

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eAkman Author
eAkman - - 403 comments

Hi. Thanks for addressing this. The error is about the militery guard in the staircase. I removed the dead section because it was not needed in the logic file. And now, when they spawned at the smart terrain instead of having a scripted spawn, it seemed like there was a conflict. I will patch that error as soon as I can. I'm sorry for the inconvenience.

One question? Did you uninstall the addon before installing the update?

{Edit:} Works fine in tests.

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templario1453
templario1453 - - 95 comments

I use Mod Organizer, and it deletes the old version before installing the new one. Im using the all in one version of your mod.

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eAkman Author
eAkman - - 403 comments

Stange. It's difficult because I don't get any errors. I thought it was the militery spawn in Agro_und was the problem...

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7r1574n
7r1574n - - 64 comments

hey, first thank you for all your addons!!

I have a little doubt here, maybe you can help me out.
I am in a middle of a gameplay and I have these addons, the + sign mean that the addon is installed and enabled; the - sign mean that the addon is installed but not enabled:

-,Redone Cordon & Meadow 2.1.5
-,Redone Agroprom & Agroprom Underground 2.1.5
-,Redone Garbage & Swamps 2.1.5
-,Redone_Army_Wearhouses_Dead_City_2.1.5
-,Redone Rostok & Truck Cemetery 2.1.5
-,Redone_Yantar_Wild_Territory_2.1.5
-,Redone Darkvally & Darkscape 2.1.5
+,Redone_AGROPROM_Point_1.4.2
+,Redone_AGROPROM_UNDERGROUND_Point_1.4.2
+,Redone_SWAMPS_Point_1.1
+,Redone_GARBAGE_1.2.2
+,Redone_DARKVALLY_DARKSCAPE_1.0.1
+,Redone_ROSTOK_TRUCK_CEMETERY_1.1.1
+,Redone_ARMY_WAREHOUSE_DEAD_CITY_1.1.1
+,Redone_CORDON_1.1
+,Redone_CORDON_MEADOW_1.9.9
+,Redone_YANTAR_WILD_TERRITORY_1.2.1

If I got it right, I can disable and uninstall all the addons that are currently enabled and installed and install all the addons that are currently installed and disabled and I keep on play the current game, am I right?

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eAkman Author
eAkman - - 403 comments

Hi. Thank you. Well. Unfortunately, you are stuck with the addons that are already installed. If you disable them, the saving will no longer function. =(

You should be able to uninstall all the +,Redone and update them with the current save. But not enabled\disabled addons in a playthrough.

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7r1574n
7r1574n - - 64 comments

Alright, thanks for the explanation! I will save the new addons for the new season then! :-)

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dEmergence
dEmergence - - 163 comments

Hi there! Thank you for your wonderful Mod Series!

I noticed a little logic issue with the megaphone. It works perfectly fine with static faction relations but some including myself are using dynamic faction relations and thus if you get close to the institute as Loner, for example, even if your relation has become neutral or even better with the military, it will still sound the alarm.

If you want to take it into consideration: I fixed it for myself by using "is_actor_enemy_to_faction(army)" for the condition checks instead of "actor_community()"

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eAkman Author
eAkman - - 403 comments

Hi. Thank you. Yes, there are some things that are not working well with dynamic faction relations with re:done. Ah, well. I didn't even try that line in the file. Thank you for the support and the feedback. Much appreciated!

Will include it in the 2.1.7 update.

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StonewallSoyah
StonewallSoyah - - 44 comments

Is it possible to turn off the air raid siren in the military base? If so, how??? I'm neutral with them as a result of doing missions for them and it's driving me insane when I'm visiting there

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eAkman Author
eAkman - - 403 comments

Hi, yes, I understand that. The Redone Collection v2.2.1 has better code. I will update this addon to that version later. So long, there is a comment on it here on how to do it. 

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