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.
WILL BE UPDATED LATER.
INTRODUCTION
Redone Spawn Point is a modification series that will update Stalker maps to make them more immersive while attempting to retain a balance between realism\lore and playability. Both spawning and sim availability will be altered, resulting in a new gameplay experience.
AGROPROM FEATURE:
- Smart terrain has been almost completely redesigned. Change sim avail and redo spawns. The Army has a lot more control over this zone.
- The factory complex has been abandoned. Stalkers occasionally scavenge the area, or it has a military presence.
- If Colonel Kovalski dies, spawn on this map will be reduced by 80% and will have an effect on other maps.
- Surge ambient has been added. A surge siren is activated when a blowout occurs.
- Added to the Agroprom Research Institute's lower level a radio that plays music.
- Added propaganda ambient at the army megaphone. Army propaganda will now echo across the surroundings.
- Added alarm siren at the army megaphone if you are too close to the entrance to the base. "Alarm will not be triggered if you are playing with the army, ecolog, duty, or are under disguise.
"The alarm ambient will change when xray-sdk begins to function on the this PC."
"But it appears to be hopeless."
AGROPROM UNDERGROUND FEATURE:
- When the player has strelok notes in storymode, the smart terrain will be enabled and spawn hard mutants, and sim avail turn on so stalkers will finally be able to visit Agroprom Underground.
- Added soldiers to guard the staircase under the military base.
- Change the spawn to offer some variety and difficulty. In addition, the amount of mutans and their locations will occasionally shift.
The Tushkanos will continue to commit suicide at the Fruit Punch anomaly.
- The modification includes a new Re:done Agroprom Underground V2 with one spawn tweak to better match the setting and Endless spawns with some variety of mutans. So the next time you revisit Agroprom Underground it not empty.
- [Optional] Agroprom Underground V2 Original { No Endless spawns feature }
Works on player spawn-trigger zones that resets after a certain timeinterval
JOIN STALKER RE: DISCUSSION ABOUT RE:DONE FUTURE UPDATES AND ADDONS
DO YOU HAVE A BUG? YOU CAN ADDRESS THAT AT DISCORD.
INSTALLATION
Install it simply with ModOrganizer. If needed, open the "Redone Spawn Point" folder, extract the gamedata, and place it in the installation folder. To install Optional, extract the gamedata in Optional folder, and place it in the installation folder and overwrite the existing gamedata if needed.
If you already have "Redone Spawn Point," mod installed, simply merge the install with the existing one.
To merge, the new installation needs the same name as the existing installation.
IMPORTANT
Fresh install is required when updating.
DLTX REQUIRED
If you have Anomaly Radio Extended (DesmanMetzger) installed, you need to manually disable sound in "gamedata\sounds\characters_voice\scenario\agroprom" Change the folder name to this ";agroprom" If not, the propaganda ambient will not function.
Anomaly Radio Extended - 1.5.2 (Full Version) addon - Mod DB
RECOMMEND
This modification is recommended. Because there are no spawns for bloodsuckers or other more difficult opponents, only in certain places with low chance to spawn. These mutants should only be available at night. If you want their mutant parts, you must now hunt at night.
Night mutants 0.2 addon - S.T.A.L.K.E.R. Anomaly mod for S.T.A.L.K.E.R.: Call of Pripyat - Mod DB
For better NPC immersion:
Semi-radiant AI 0.31 [DLTX REQUIRED] addon - S.T.A.L.K.E.R. Anomaly mod for S.T.A.L.K.E.R.: Call of Pripyat - Mod DB
DISCLAIMER
Update 2.1.6 (02/02/2024) BALANCE AND IMPROVEMENTS UPDATE
- Balance of spawns; minor adjustments to Army & mutant spawning
- Added so the megaphone will be disabled when Colonel Kovalski dies.
Update 2.1.5 (12/26/2023) BALANCE AND IMPROVEMENTS UPDATE
- Stalkers and mutants spawn time changes and balance on all southern map.
Update 2.1.4 (12/23/2023) BALANCE AND IMPROVEMENTS UPDATE: BUG FIX
AGROPROM UPDATE:
- Minor changes to megaphone.
Update 2.1.1 (12/21/2023) BALANCE AND IMPROVEMENTS UPDATE
AGROPROM UNDERGROUND UPDATE:
- When the player has strelok notes in storymode, the smart terrain will be enabled and spawn hard mutants, and sim avail turn on so stalkers will finally be able to visit Agroprom Underground. ISG, Greh, Monolith have no sim avail.
- After 2 days, the soldier squad at the stercase will respawn. If Colonel Kovalski dies, spawn cease.
AGROPROM UPDATE:
- Added military road patrol\special squad.
Update 2.1 (12/??/2023) BALANCE AND IMPROVEMENTS UPDATE: BUG FIX
- Fixed the megaphone; the alarm feature does work again.
AGROPROM UNDERGROUND UPDATE:
- Balance some mutants spawn.
- Fixed a bug in Endless spawn feature.
Update 2.0 (12/16/2023) BALANCE AND IMPROVEMENTS UPDATE
- Added Update 2.0 Readme Patch note
Immersion mod: Current Verison: 2.1.6
GAMMA compatible?
Yes. Just have it at the bottom of the load order in MO2.
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?
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.
Oh Killer thanks for making this, hey you how to get only the monolith sermon speech from anomaly radio extended?
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"
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.
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.
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!
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.
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!!
Thank you
!!!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?
Yes. It has been patched. Install the latest 1.1.1 update. Check if the error still remains.
Thank you, kind sir!
Np :)
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 :)
I'm really sorry for this. It has now been patch. Download lates Update 1.4.2
Thank you for addressing this out.
simulation_fracture_squad is non existing in game
Delete it from your configs please
Its done. I'm sorry for this. I must have tested this mod on a GAMMA install, my bad.
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!!!
Thank you. That is the entire concept behind this project.
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
Yes, it should be okay to install them. The underground ones, on the other hand, do not work if you have already visited them.
ok, so i rather wait for the complete set...
Absolutely; it will take some time before all is done. Have a great play through so long.
Is there a way I can make it so stalkers still hang around the large complex in the center of the map?
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. ;)
{Edit}.
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:
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.
requires a new game?
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.
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!
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
Вертолёт всё так-же стоит на месте?
да. Я пытался, но не смог заставить вертолет патрулировать. Я не знаю, как написать файл logic.ltx, предназначенный для вертолета.
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)
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.
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]
I keep geting crashes at agroprom:
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8CCCE26B1)
00007FF8CCCE26B1 (ntdll): (filename not available): RtlUserThreadStart
at address 0x000000014080790B
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.
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.
Stange. It's difficult because I don't get any errors. I thought it was the militery spawn in Agro_und was the problem...
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?
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.
Alright, thanks for the explanation! I will save the new addons for the new season then! :-)
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()"
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.
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
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.