Description

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.

Preview
Re:done Army Wearhouses & Dead City OUTDATED VERSION
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Inkredibehl
Inkredibehl - - 186 comments

Nice ! You did a crazy work with all those mods !
Thanks !

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Gi0vix1986
Gi0vix1986 - - 27 comments

Thanks! Vote 10/10 all of your mod redone!

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Kacpernap
Kacpernap - - 33 comments

carrying the modding community, once again!
your a godsend to this game

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Zencigöt
Zencigöt - - 14 comments

Hell yeah My favorite one already Nice work again!

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Oxsys
Oxsys - - 40 comments

I've been waiting for this since you started to redo the maps.

Thank you! Great job, stalker!

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Нафаня
Нафаня - - 24 comments

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?

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eAkman Author
eAkman - - 403 comments

Hi. It is not required to start with a new game. Underground areas depend on whether you have visited the area before.

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TomasaurusREKT
TomasaurusREKT - - 328 comments

Bro you have literally made this a new game. Thank you so much!

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eAkman Author
eAkman - - 403 comments

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.

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swafromsteam
swafromsteam - - 95 comments

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.

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eAkman Author
eAkman - - 403 comments

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.

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Lihodej
Lihodej - - 8 comments

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.

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eAkman Author
eAkman - - 403 comments

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.

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Lihodej
Lihodej - - 8 comments

Thanks for the feedback

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eAkman Author
eAkman - - 403 comments

It should work.

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SilverBlack78
SilverBlack78 - - 1,908 comments

This is amazing stuff! BRAVISSIMO!

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carlos940794
carlos940794 - - 2 comments

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?

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eAkman Author
eAkman - - 403 comments

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.

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carlos940794
carlos940794 - - 2 comments

Thanks!

Love your work btw

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eAkman Author
eAkman - - 403 comments

Thank you. I'm happy that you enjoy it.

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Spigot
Spigot - - 137 comments

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.

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eAkman Author
eAkman - - 403 comments

Hmmm...

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MacMellon
MacMellon - - 13 comments

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 ?

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eAkman Author
eAkman - - 403 comments

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.

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MacMellon
MacMellon - - 13 comments

I install along with Gamma, place it at the end like you said. Merc radio do disable when blowout happen tho

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eAkman Author
eAkman - - 403 comments

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.

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BlackPiligrim
BlackPiligrim - - 614 comments

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

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Guest
Guest - - 689,967 comments

Автор, хорошая работа, но у меня Лукаш застрял в бараке на анимации пьяного и не говорит, как исправить?

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eAkman Author
eAkman - - 403 comments

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.

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NeckSnapper933
NeckSnapper933 - - 7 comments

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.

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eAkman Author
eAkman - - 403 comments

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 ;)

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NeckSnapper933
NeckSnapper933 - - 7 comments

thank you

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Guest
Guest - - 689,967 comments

where the Luckash? i dont find he on the map, and the base! propaganda work on freedom base

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eAkman Author
eAkman - - 403 comments

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.

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