Description

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.

Preview
Re:done Agroprom Underground v2.0
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viking896
viking896 - - 202 comments

Yes thats cool i have waiting for this since 2021 yeheah :)

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eAkman Author
eAkman - - 406 comments

That poor bloodsucker needed a well-deserved vacation xD

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Theisgood
Theisgood - - 563 comments

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

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eAkman Author
eAkman - - 406 comments

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.

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Theisgood
Theisgood - - 563 comments

lol he certainly needs one hes been on the job since like 2007 hahahaha

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eAkman Author
eAkman - - 406 comments

xD

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CuulG
CuulG - - 28 comments

Cool

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eAkman Author
eAkman - - 406 comments

Indeed. I hope you enjoy it.

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ResidentJungle
ResidentJungle - - 49 comments

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

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eAkman Author
eAkman - - 406 comments

If the spawns change, so is the answer; {edit "Let's see how the new feature works"}

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swafromsteam
swafromsteam - - 97 comments

9.9 over all rating :D. Nice mod, I like the soldiers at the staircase making not just silent when you leave.

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eAkman Author
eAkman - - 406 comments

Thank you. Yes, I was bothered by the army leaving the area unattended. It is directly beneath their feet...

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Soda_Panic
Soda_Panic - - 55 comments

๐˜›๐˜ฉ๐˜ฆ ๐˜›๐˜ถ๐˜ด๐˜ฉ๐˜ฌ๐˜ข๐˜ฏ๐˜ฐ๐˜ด ๐˜ธ๐˜ช๐˜ญ๐˜ญ ๐˜ค๐˜ฐ๐˜ฏ๐˜ต๐˜ช๐˜ฏ๐˜ถ๐˜ฆ ๐˜ต๐˜ฐ ๐˜ค๐˜ฐ๐˜ฎ๐˜ฎ๐˜ช๐˜ต ๐˜ด๐˜ถ๐˜ช๐˜ค๐˜ช๐˜ฅ๐˜ฆ ๐˜ข๐˜ต ๐˜ต๐˜ฉ๐˜ฆ ๐˜๐˜ณ๐˜ถ๐˜ช๐˜ต ๐˜—๐˜ถ๐˜ฏ๐˜ค๐˜ฉ ๐˜ข๐˜ฏ๐˜ฐ๐˜ฎ๐˜ข๐˜ญ๐˜บ

LMAO

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improv1se
improv1se - - 70 comments

They are not starting a war with bandits?

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eAkman Author
eAkman - - 406 comments

No, they simply like their Fruit Punch anomaly xD

They attempted to attack the player but ended up getting caught in the anomaly.

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improv1se
improv1se - - 70 comments

that is, they will not be in the dungeon initially?

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eAkman Author
eAkman - - 406 comments

No. They will be spawned when they are needed. I tried several scripts and none worked as intended.

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Guest
Guest - - 690,537 comments

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.

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eAkman Author
eAkman - - 406 comments

Nice! I hope the mod lives up to your expectations.

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Sgt.Kanyo
Sgt.Kanyo - - 113 comments

Nice. Can you make something like this for every lab?
Once I've cleared it out there was no point in going back.

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eAkman Author
eAkman - - 406 comments

Yes, that's something I could do.

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mr__dude
mr__dude - - 87 comments

Good mod, fits the lore and it makes agroprom ug a hellhole and more fun

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eAkman Author
eAkman - - 406 comments

Thanks. Yeah, this level was too easy.

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NikolaiKalash
NikolaiKalash - - 9 comments

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

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eAkman Author
eAkman - - 406 comments

Thx. It's nice that you enjoy it.

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ElPapitrol
ElPapitrol - - 28 comments

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

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eAkman Author
eAkman - - 406 comments

Thank you sincerely for your warm remarks. Yes, I will return in the future to redo the majority of the underground sites.

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oozish
oozish - - 320 comments

So Cool! 10/10

Great immersion!

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eAkman Author
eAkman - - 406 comments

Thank you very much

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xaer3d
xaer3d - - 121 comments

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 :)))

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eAkman Author
eAkman - - 406 comments

xD I hope you had fun along the way.

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MangAsar
MangAsar - - 169 comments

It seems getting into strelok's hideout and getting the files completes the quest but doesn't trigger the next one.

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eAkman Author
eAkman - - 406 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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MangAsar
MangAsar - - 169 comments

Thank you for the fix. Appreciate it. Hope to see more of your redone mods

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Fraer228
Fraer228 - - 22 comments

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.

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eAkman Author
eAkman - - 406 comments

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.

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khalmika
khalmika - - 169 comments

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

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ะกะตั€-ะžั€ัƒะณัƒ
ะกะตั€-ะžั€ัƒะณัƒ - - 152 comments

so what's the different of the underground between this mod and your other mod?

Moddb.com

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eAkman Author
eAkman - - 406 comments

Hi. Only one spawn is different to fit the empty factory setting in the Agroprom mod.

{Edit:} And this version does not require DTLX.

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ะกะตั€-ะžั€ัƒะณัƒ
ะกะตั€-ะžั€ัƒะณัƒ - - 152 comments

thanks for the reply. So i wanna ask which one should i use in your opinion?

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eAkman Author
eAkman - - 406 comments

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.

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