Army Wearhouses remains to be separated into four factions: Freedom, Mercenaries, Duty, and Monolith, with more sim available in this zone, making this location more of a battleground between these factions. Faction-controlled areas has been added and both Army Wearhouses and Dead City have zombied\zombie spawn points that will switch spawn if the Miracle Machine or the Brain Scorcher is disabled.
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.
- Added smart terrain with zombied\zombie spawn; when Lab X-16 is deactivated, some spawning will cease. When Lab X-10 is deactivated, some spawning will cease. When both labs are deactivated, all spawn will cease and be replaced with mutant spawn.
- Added more faction-controlled smart terrains. The Merc outpost and the Duty outpost also added more factions to the existing ones and increased the sim avail at those locations.
- Added pre-existing bloodsuckers spawn at the bloodsuckervillige with their own script. They will spawn after two weeks in-game.
- If Lukash dies, Freedom will lose their spawn on this map. Monolith will launch an assault group from the radar\barrier to seize the location, and Monolith spawning will begin at Army Wearhouses. Freedom will keep their sim avail, and the disabled smart terrain will be turned on so other factions get sim avail at Army Wearhouses, resulting in this place occasionally turning into a battle arena between different factions.
- Added propaganda ambient with the original music.
- Lukash is dead; the propaganda will cease.
- Smart terrain has been completely redesigned. Change some sim avail and redo spawns.
- [Optional] Will add a pre-existing barman at the Army Wearhouses.
- Added smart terrain with zombied\zombie spawn; when Lab X-16 is deactivated, some spawning will cease. When Lab X-10 is deactivated, some spawning will cease. When both labs are deactivated, all spawn will cease and be replaced with mutant spawn. There are different configurations of which terrain will switch to mutant spawn.
- The administration building is now a barracks building occupied by Bandits and Mercenaries.
- Added small squads of 2 NPC at the administration building to add more quests for mercenaries; the administration building has still broken NPC pathfinding. No spawns at this location or sim avail.
- If Dushman and Aslan die, Mercenaries will lose their spawn on this map, and Monolith will begin spawning around the Dead City from Limansk. Mercenaries will keep their sim avail, and the disabled smart terrain will be turned on so other factions get sim avail at the Dead City, this results in occasionally skirmish battles between various factions.
- Added so the radio in the sports center will not play music during a surge.
- After the first week, the mutant spawns will switch from weak to normal mutants.
- Smart terrain has been completely redesigned. Change some sim avail and redo spawns.
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. Basic Installer: just select which map addon to install, or select full install.
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.
DLTX REQUIRED
IMPORTANT
Fresh install is required when updating.
If you have Anomaly Radio Extended (DesmanMetzger) installed, you need to manually disable sound in "gamedata\sounds\mlr\freedom" Change the folder name to this ";freedom" 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
Update 2.1.6 (02/02/2024) BALANCE AND IMPROVEMENTS UPDATE
ARMY WEARHOUSE:
- Balance of spawns; adjustments to Freedom spawns.
- Changes to sim avail.
DEAD CITY:
- Balance of spawns; adjustments to Mercenaries spawns.
- Removed respawning if the bandit is killed at administration building.
Update 2.1.5 (12/26/2023) BALANCE AND IMPROVEMENTS UPDATE
- Stalkers and mutants spawn time changes and balance.
Update 2.0 (12/16/2023) BALANCE AND IMPROVEMENTS UPDATE
- Added Update 2.0 Readme Patch note
Immersion mod: Current Verison:2.1.6
Nice ! You did a crazy work with all those mods !
Thanks !
Thanks! Vote 10/10 all of your mod redone!
carrying the modding community, once again!
your a godsend to this game
Hell yeah My favorite one already Nice work again!
I've been waiting for this since you started to redo the maps.
Thank you! Great job, stalker!
Nice. Sorry if you may read this question a dozen times, since i only noticed that kind of mod now, but question: a new game is required?
Hi. It is not required to start with a new game. Underground areas depend on whether you have visited the area before.
Bro you have literally made this a new game. Thank you so much!
I hope the quick fix at the Dead City is good enough for some more quests as a merc... :)
I literally do not have the time to make special quest NPC's.
Yo this bundle archives thing which lets you chose both or just one is sick! I'd love to see Red Forest or Jupiter next, considering they are some of the most diverse, populated and chaotic areas.
Thank you.
A good installer would be fantastic xD
These locations will be developed in the future and are first on the list. I need to finish updating Yentar and this mod. This build's tests are somewhat inconsistent, and a modpack with some balancing modifications.
Hello. Thank you for the excellent additions. There is a question. How does this fit with NPC RANK BASED TRAVELING AND RESPAWN 1.02. Thank you.
Well, it seems that this mod will not fit so well with RANK-BASED TRAVELING AND RESPAWN 1.02.
=====================================================================
Compatibility
Should be safe to install/uninstall whenever you want. Probably isn't compatible only with addons that change:
function evaluate_prior in simulation_objects.script (this addon will override it most likely).
function simulation_board:get_squad_target in sim_board.script (same).
function se_smart_terrain:target_precondition in smart_terrain.script (precondition for get_squad_target function)
function se_smart_terrain:try_respawn in smart_terrain.script (respawns, can be disabled, see description).
=====================================================================
But I don't alter .script files, so I'm not sure. I can put it to the test later and read it script files.
Thanks for the feedback
It should work.
This is amazing stuff! BRAVISSIMO!
Hello and thank you. I'm playing gamma with the Re:Done mods and for some reason the game spawns a lot of stalkers of the factions it modifies, not to the point that the game crashes but I do notice a big fps drop. Any way to decrease the stalker spawn or do you think that some other mod like ZCP could be the one doing this?
Hi. Okay, I've observed a significant rise in stalkers on this map at times. Many of the southern stalkers spawning migrate north through this location. I can perform some tests with ZCP without abuse sleeping drugs tomorrow; because I don't know if it's a new spawn or a spawn that has traveled and arrived at its destination.
The spawn timers are 1-2 in-game days often and only from faction bas\camp or faction controlled smart terrain; ZCP does alter time settings and applies its owns through the MCM settings.
{edit:} At a new game. All Faction has a boost spawn; from simulation.ltx.
Thanks!
Love your work btw
Thank you. I'm happy that you enjoy it.
It's not a gamma glitch or caused by this mod. It's a problem in vanilla anomaly. Hopefully someone can make a fix for it.
Hmmm...
HI, I use MO2 and choose Full install option but it not seem to work by the fact that admin building doesnt spawn stalker, did I do wrong or do i have to install each map seperately ?
Hi. That's interesting. I assume you have DTLX installed, and this mod shall be placed at the end of the MO2 load order. Check to see whether another mod hasn't overwritten it.
I install along with Gamma, place it at the end like you said. Merc radio do disable when blowout happen tho
Well, that makes it more interesting. I have tested this with G.A.M.M.A, and it works fine.
Thank you for informing me about this.
{edit} Try the update 1.1.1
And what do you mean by not spawning stalkers? Is the building empty, or do you have the starting spawns from the simulation.ltx? ;test a new game to see if it spawns and travel to a other map. They will not spawn if you are near the building if is not a new game (depending on your respawn radius settings).
That smart terrain has broken NPC pathfinding, so it only spawns two-man squads every two days, with a maximum of five of them, and they never leave the building. Do not spawn any normal stalker spawns.;ZCP 1.4 Gamma mod alter spawn time to the settings in MCM.
Автор, спасибо вам за все ваши аддоны, мне особенно понравилось то что вы сделали с подземельем Агропрома, наконец то оно теперь живое! Я буду ждать и верить что когда нибудь вы доберетесь до Припяти и переделаете логику нпс которые постоянно упираются в двери, на базе сталкеров ( там где Дядька Яр) и не могут пройти, это вечная проблема, но может у вас получится решить ее
Автор, хорошая работа, но у меня Лукаш застрял в бараке на анимации пьяного и не говорит, как исправить?
Спасибо. Ну да ладно, его мод не изменяет никакой логики поведения Лукаша, а файлы locig не содержат никаких других анимаций.
[animpoint@mil_freedom_leader]
cover_name = mil_smart_terrain_7_7_freedom_leader_animp
avail_animations >>>> fold_arms <<<<
meet = meet@stand_base
Попробуйте оставить карту и посмотрите, исправится ли она сама.
Thank you so ******* MUCH for adding the freedom radio to the freedom base. you have no idea how much i love you because of your mods including other re:done's (no ****). I really love the freedom radio music and hearing it in freedoms base really made me happy. But a small request from me, (I know its only me that wants this but i believe it would be very easy to do, so id be even happier) Is there any way you could make a optional version where the freedom radio just loop forever with no propaganda and no stopping? just constantly plays like in stalker: clear sky.
Hello, and thank you for your kind feedback. Yes, just delete the val_freedom_megafon_1-7 files in folder: gamedata\sounds\mlr\freedom to only have music ;)
thank you
where the Luckash? i dont find he on the map, and the base! propaganda work on freedom base
Yeah, I have him in the building where he always is. But I had a comment before that he sometimes goes to the barracks. So, idk, really. I haven't found that file yet that adds that behavior and it has never happened to me before. Sorry.