This modification will add military presence to secure the staircase under military base, as well tweak the spawn to make the location more challenging. The lore of the mutant-infested hellhole Agroprom Underground persists.
IMPORTANT
Redone 2.0 update required a fresh install. Remove any previous Re:done mods before installing.
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.
FEATURE
- 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.
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 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.
If you have Re:done Agroprom installed, dont use this version. Re:done Agroprom includes another version of Re:done Agroprom Underground V2
IMPORTANT
Fresh install is required. Remove any previous Re:done mods before installing.
OPTIONAL UPDATE FEATURE:
- Endless spawns with some variety of mutans. So the next time you revisit Agroprom Underground it not empty. Works on player spawn-trigger zones that resets after a certain timeinterval
Update 2.0 (12/18/2023)
- Balance some mutants spawn.
- Fixed a bug in Endless spawn feature.
- Folder fix.
Update 1.4.2 (11/22/2023)
- Fixed a bug at the strelok's hideout.
Update 1.3.2 (11/21/2023)
- Updated feature: reduce spawn time and added more mutans to respawn list. Optional install
Update 1.3.1 (11/18/2023)
- Reduce the amount of mutans that spawn to improve balance.
- Added back that poor bloodsucker, however he only appears when triggered.
Update 1.2.1 - Optional install
- Added a new mod feature: Endless spawns (time based + spawn-trigger zones) ;test feature. The amount of time will change, and the spawns will too.
Update 1.2 (11/17/2023)
- Added one spawn-trigger zone.
- Updated script code.
- Fixed Tushkanos not commensing suicide rituals at the Fruit Punch anomaly. (Still occur under certain conditions)
Update 1.1 (11/16/2023)
- Removed some irrelevant script code.
Tushkanos are still committing suicide at the Fruit Punch anomaly.
Immersion mod: Current Verison: 2.0
Yes thats cool i have waiting for this since 2021 yeheah :)
That poor bloodsucker needed a well-deserved vacation xD
Oh he does not spawn in the OG location from COC anymore?
Wow thats going to be a really different experience.
Thanks man I like this redo 10/10
Yes, he will not be there any more. He may come back when his vacation is over. Thank you. I hope you enjoy the rework.
lol he certainly needs one hes been on the job since like 2007 hahahaha
xD
Cool
Indeed. I hope you enjoy it.
do the spawns change after the quest completes?
always felt it 'un-immersive' that after clearing a dungeon it was just left idle ...
hope there's an Ecologist filled Brain Scorcher after you clear it out ... can't honestly believe all those scientists in Yantar wouldn't flock inside there once its switched off
If the spawns change, so is the answer; {edit "Let's see how the new feature works"}
9.9 over all rating :D. Nice mod, I like the soldiers at the staircase making not just silent when you leave.
Thank you. Yes, I was bothered by the army leaving the area unattended. It is directly beneath their feet...
๐๐ฉ๐ฆ ๐๐ถ๐ด๐ฉ๐ฌ๐ข๐ฏ๐ฐ๐ด ๐ธ๐ช๐ญ๐ญ ๐ค๐ฐ๐ฏ๐ต๐ช๐ฏ๐ถ๐ฆ ๐ต๐ฐ ๐ค๐ฐ๐ฎ๐ฎ๐ช๐ต ๐ด๐ถ๐ช๐ค๐ช๐ฅ๐ฆ ๐ข๐ต ๐ต๐ฉ๐ฆ ๐๐ณ๐ถ๐ช๐ต ๐๐ถ๐ฏ๐ค๐ฉ ๐ข๐ฏ๐ฐ๐ฎ๐ข๐ญ๐บ
LMAO
They are not starting a war with bandits?
No, they simply like their Fruit Punch anomaly xD
They attempted to attack the player but ended up getting caught in the anomaly.
that is, they will not be in the dungeon initially?
No. They will be spawned when they are needed. I tried several scripts and none worked as intended.
I was literally just about to start that part of the main quest when I saw this. This is exactly my sort of thing. Thanks! It's a good thing I really overprepared.
Nice! I hope the mod lives up to your expectations.
Nice. Can you make something like this for every lab?
Once I've cleared it out there was no point in going back.
Yes, that's something I could do.
Good mod, fits the lore and it makes agroprom ug a hellhole and more fun
Thanks. Yeah, this level was too easy.
Good Stalker mod, I usually play with the "agony" function, so your mod makes the agropom underground more challenging, true to what it was in Stalker SOC
Thx. It's nice that you enjoy it.
Love to see this type of mods that bring life to the underground locations and make it more interesting, i hope you keep this excelent work and maybe expand this to other labs, maybe adding some mercs or isg roaming some northern labs, as they are retrieving secret documents
Thank you sincerely for your warm remarks. Yes, I will return in the future to redo the majority of the underground sites.
So Cool! 10/10
Great immersion!
Thank you very much
This hike literally sucked up all my ammo, first aid kits and bandages as well as nerve cells :) Endless spavn snorkels that run to bite you in the *** every time you sit down to load the magazine :) In the end the snorkels were farming me and I ran like a cowardly dog :)))
xD I hope you had fun along the way.
It seems getting into strelok's hideout and getting the files completes the quest but doesn't trigger the next one.
I'm really sorry for this. It has now been patch. Download lates Update 1.4.2
Thank you for addressing this out.
Thank you for the fix. Appreciate it. Hope to see more of your redone mods
Even though I can see that you're no longer working on this addon, I would like to suggest, that instead of having 9 army guys standing around on the stairs all day doing nothing, you should have 3-4 military guys to sometimes actually go down and try to clear the mutants, you could try and do the same for bandits, so they also sometimes go down and explore the Underground. Maybe even have loners sometimes.
Lore wise the Military guys could be sent down to the Underground by Kuznetsov as something of a punishment, bandits and loners would just scavenge or try to find the famous Streloks hideout.
I dunno if it's possible, but in SHoC the Military were not only on the stairs.
It must be balanced. Between gameplay and lore.
Sorry, but I will not relocate them or change their logic script. And I have scripted in soilder to appear in the area; sometimes you will notice this in a PDA massage.
I can add soilders and bandits to the Endless spawns instead :)
Thank you for your feedback.
Oh man! I've been trying to do something like this for months, without success (idk what I did wrong), specially the respawn for future visits!
Can you do the same for the other underground areas? Miracle Machine, x8, x18, scorcher, sarcophagus (with it's door opened). Even if a "sample file" with the basic lines to use as a guide (such as 'here it goes which squads will spawn before and after story check"
I feel dumb for asking for such thing, but oh it's a dream come true haha :')
This was my idea
Personally I wanted to radically change all underground areas. Get some human squads on them all: military and bandits scouting on agroprom underground, monolith on the rest of them (they're guarding (before going in story) and trying to reclaim them (after story/story off), with some other stalkers that would make sensei being there (like ecos and mercs in miracle, unisg and mercs in x18 -its far away-, a **** ton of monolith on x8 and some loners raiding it)
Turning labs from terror areas into intense firefight and loot รกreas. Now everyone wants a piece of cake
so what's the different of the underground between this mod and your other mod?
Moddb.com
Hi. Only one spawn is different to fit the empty factory setting in the Agroprom mod.
{Edit:} And this version does not require DTLX.
thanks for the reply. So i wanna ask which one should i use in your opinion?
If you don't use the Re:done Agroprom mod, I recommend using this version of Agroprom Underground because that spawn makes no sense if you don't. It's the immersion thing.