Description

Soldiers are added to the north outpost and the bridge checkpoint. Militery's roadway is divided into two sections: Loners on the west and Bandits on the east. Propaganda ambient sound has been added to the south outpost, as have changes to spawning and sim availability and respawning in the Meadow is now possible.

Preview
Re:done Cordon & Meadow OUTDATED VERSION
Post comment Comments  (0 - 50 of 107)
po99074
po99074 - - 54 comments

This may be a rude request, but are there any plans to release an integrated pack of your re:done addons?

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Jamescorella
Jamescorella - - 114 comments

he said he will eventually

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Larrylangosta
Larrylangosta - - 364 comments

That will be done over time. For now, I suppose the author publishes this separately just to see how the players react (also to discover bugs or read feedback) until then, be patient, my friend, it will be worth it. These addons are interesting.

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eAkman Author
eAkman - - 403 comments

Yes, you are accurate in your comment.

Thank you very much.

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eAkman Author
eAkman - - 403 comments

When the southern maps is complete and the final configuration is done, it's going to be an integrated pack. I'm hoping for the best with a proper installer.

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oozish
oozish - - 318 comments

Thanks so much for your hard work! I cannot wait until you do the northern areas like chernobyl that are so boring.

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eAkman Author
eAkman - - 403 comments

Thank you.

That map has its limitations. It is just a big show case. But we see if there is something that can be done to that map.

But that is far ahead.

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Emmet.Otter
Emmet.Otter - - 1,715 comments

Thats the package i'm waiting for. I'm sure that all this will be a superb addition to Anomaly.

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eAkman Author
eAkman - - 403 comments

Now, with the latest version 2.0, I'm hoping it will.

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DeadEnvoy
DeadEnvoy - - 20 comments

My respects, but a rather odd place was chosen for Wolf to sleep on the concrete.. he looks like a sleeping dog next to the mat.

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eAkman Author
eAkman - - 403 comments

Hi. Is that so? xD That is not intentional. In my install, they just stand. Never do the sleeping anim. He has a new location now :)

Thank you for addressing this.

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Inkredibehl
Inkredibehl - - 186 comments

Hello !
Just wanted to know if you saw any bugs by adding the Re:done mods mid-game ?
I saw in your others mods comments that they could be installed mid game but i always prefer ask if anyone had issues by doing that (bugs with NPCs spawns etc..).
Thanks a lot for your work !

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eAkman Author
eAkman - - 403 comments

Hi. I only have a late-game character (136 days in-game) who utilizes my previous spawn build.

But that save works with Re:done; the only issue I've discovered is that if you've already visited underground locations, and the script goes to [sr_idle@nil] so is the script permanently disabled or is the script not correctly loaded in. But re:done just have Agroprom Undergound right now.

Thank you.

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Inkredibehl
Inkredibehl - - 186 comments

Okay thanks for infos !
Guess i'll give your mods a try then, they seems very interesting !

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eAkman Author
eAkman - - 403 comments

I hope you like the new settings. If you find any bugs or errors, please report them. It would be greatly appreciated.

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CuulG
CuulG - - 28 comments

Steller work

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eAkman Author
eAkman - - 403 comments

That makes me pleased. Thank you very much.

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Torenico
Torenico - - 144 comments

Yo man good job, thank you for bringing in some new life into our old maps. Gonna try this one out now, along with the others!

Also super glad it works flawlessly with Semi-Radiant AI

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eAkman Author
eAkman - - 403 comments

Thank you. Yes. DLTX is super.

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etyczny
etyczny - - 67 comments

Man can you put together everythink and throw to us? pretty massy

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TomasaurusREKT
TomasaurusREKT - - 328 comments

Possible to make a mod where being Merc you can actually get some ******* jobs?

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eAkman Author
eAkman - - 403 comments

xD Sure ;)

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TomasaurusREKT
TomasaurusREKT - - 328 comments

Thanks bro!

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MangAsar
MangAsar - - 168 comments

So far of all the Redone maps, this is my favorite. The military presence in the middle is what made it great.

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eAkman Author
eAkman - - 403 comments

Yeah, a classic stalker setting :P

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Legapon
Legapon - - 69 comments

How about compatibility with Brotherhood v 0.5.1 (there should be gangs of bandits under the bridge)?

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eAkman Author
eAkman - - 403 comments

Brotherhood v 0.5.1 does not support DLTX yet, so it will not work, sadly.

Maybe if smart terrain in re:done is deleted and the squad:desc.

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DrSergei
DrSergei - - 42 comments

"Meadow map is still broken and no respawn is possible" - Is that so? It's a pity! Can you tell me more details about it, please?

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eAkman Author
eAkman - - 403 comments

{Edit:} It works now :)

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DrSergei
DrSergei - - 42 comments

I understand. Thanks for the reply! 10/10 by the way

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CuulG
CuulG - - 28 comments

what about the twilight dude that gives you an ecologist quest?

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eAkman Author
eAkman - - 403 comments

I did´t find his logic file so he has guard duty.

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th9doom
th9doom - - 19 comments

В очередной раз спасибо за отличный мод, всю серию уже себе поставил.

Надеюсь Поляну когда-то до ума доведут, а то, по сути, там и делать нечего, просто кишка транзитная какая-то. Между прочим, за Одиночек Фанат даёт квест зачистить её, мол там Одиночки базу планируют варганить, но дальше этого диалога ничего нет, увы :(

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eAkman Author
eAkman - - 403 comments

Да, единственная хорошая вещь на этой карте заключается в том, что вы можете сделать хорошее место для укрытия ;) Может, кто-то и разберется.

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swafromsteam
swafromsteam - - 95 comments

Where would I need to put the add-on in the load order? I'm guessing at the bottom (loading after everything else) to make sure no bugs right? Also nice add-ons your making, I really like the agroprom underground and enjoy the large military presence since I felt the military is a bit nerfed in anomaly.

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eAkman Author
eAkman - - 403 comments

Yes, have it at the bottom.

Thank you so much. Yes, the army is very nerfed in anomaly. Almost non-existent

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MangAsar
MangAsar - - 168 comments

You mentioned that Meadow is still broken. There's a certain mod that I still use called DYNAMIC STALKERS GUARDS V1.2 that includes an optional mod that used a script to populate both Meadows and Darkscape. I don't use the main part of the mod. Only the specific one that populates both Meadows and Darkscape. I think you might get some ideas from there.

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eAkman Author
eAkman - - 403 comments

Thx. Yes, the smart terrain does not function on that map. I have looked at the scripting in that mod. I can try adding in mutants instead of stalkers, but it will not fix the respawn at Meadow. It will spawn the same monster continuously. When I have more time, I can test the scripts.

{EDIT:} The smart terrain was disabled, so I just enabled it. xD

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MoodyFC
MoodyFC - - 4 comments

Hello I'd like to know if this is compatible with another cordon addon - Moddb.com

It would be quite unfortunate if it somehow didn't.

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eAkman Author
eAkman - - 403 comments

Will look in to it.

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MoodyFC
MoodyFC - - 4 comments

Thank you, looking forward to it.

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sensesan
sensesan - - 9 comments

So does this overwrite that weird logic where the farm spawns bandit squads after sleeping?

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eAkman Author
eAkman - - 403 comments

Yes, that should no longer occur.

Bandit did have sim avail on the farm, but they do not now.

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Fraer228
Fraer228 - - 22 comments

What do I need to modify, so that the Military doesn't attack the Farm?

Since the farm has many stalkers in the open and they see far away, they start fighting the military very often, which results in the army guys throwing grenades and killing a lot of loners, which the player can then easily loot and get very good gear very early, because some of those loners are veterans or experts with high level stuff.

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eAkman Author
eAkman - - 403 comments

Hi. I did remove stalker squads from the farm and lower their rank in the update and, Yes it is a problem that I have checked. The squad on the bridge sends one soilder north and south, which conflicts with the farm.

It is possible to have only one soilder at the bridge and relocate the rest of the squad to the factory... I'll see if I can balance this out and provide an update.

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Fraer228
Fraer228 - - 22 comments

Thanks for the reply, I would say just get rid of the Military at the bridge and let the bandits have it.

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eAkman Author
eAkman - - 403 comments

Well, no. I did create a new logic script for them that commanded them to stand and patrol just at the bridge.

I will send an update when it is finished. Right now, I'm done with stalking NPC's. xD

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Fraer228
Fraer228 - - 22 comments

BTW, and this goes for your Agroprom Redone mod as well, I would suggest to increase the delay between playing of the propaganda lines by a lot, like 4x-5x or more, because they do get annoying very quickly when they are spammed too often.

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eAkman Author
eAkman - - 403 comments

Yes, I'm going to see if I can do that on the last configuration after all of the southern maps are finished.

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Spigot
Spigot - - 137 comments

Thank you for the hard work, these redone maps are wonderful and I can tell you put a lot of thought & care into making these. Are you planning on reworking Rostok, too? I would love to see the atmosphere it had in SoC reimagined in Anomaly, like the bar being more lively and more stalkers coming & going from it. I think you're on the right track to do just that! Thanks again, 10/10.

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eAkman Author
eAkman - - 403 comments

Thank you so much for your comment.

Rostok will, indeed, be rebuilt. We'll observe how the logic files perform in this mod, and then I'll adjust the procedure to bar 100 :)

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