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.
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.
CORDON FEATURE
MEADOW FEATURE
NPC PATHFINDING IS STILL BROKEN
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.
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:
Update 2.1.6 (02/02/2024) BALANCE AND IMPROVEMENTS UPDATE
CORDON:
MEADOW:
Update 2.1.5 (12/26/2023) BALANCE AND IMPROVEMENTS UPDATE
Update 2.1.1 (12/21/2023) BALANCE AND IMPROVEMENTS UPDATE
MEADOW UPDATE:
Update 2.0 (12/16/2023) BALANCE AND IMPROVEMENTS UPDATE
Immersion mod: Current Verison: 2.1.6
Average
1026 votes submitted.
This may be a rude request, but are there any plans to release an integrated pack of your re:done addons?
he said he will eventually
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.
Yes, you are accurate in your comment.
Thank you very much.
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.
Thanks so much for your hard work! I cannot wait until you do the northern areas like chernobyl that are so boring.
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.
Thats the package i'm waiting for. I'm sure that all this will be a superb addition to Anomaly.
Now, with the latest version 2.0, I'm hoping it will.
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.
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.
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 !
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.
Okay thanks for infos !
Guess i'll give your mods a try then, they seems very interesting !
I hope you like the new settings. If you find any bugs or errors, please report them. It would be greatly appreciated.
Steller work
That makes me pleased. Thank you very much.
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
Thank you. Yes. DLTX is super.
Man can you put together everythink and throw to us? pretty massy
Possible to make a mod where being Merc you can actually get some ******* jobs?
xD Sure ;)
Thanks bro!
So far of all the Redone maps, this is my favorite. The military presence in the middle is what made it great.
Yeah, a classic stalker setting :P
How about compatibility with Brotherhood v 0.5.1 (there should be gangs of bandits under the bridge)?
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.
"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?
{Edit:} It works now :)
I understand. Thanks for the reply! 10/10 by the way
what about the twilight dude that gives you an ecologist quest?
I did´t find his logic file so he has guard duty.
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 :(
Да, единственная хорошая вещь на этой карте заключается в том, что вы можете сделать хорошее место для укрытия ;) Может, кто-то и разберется.
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.
Yes, have it at the bottom.
Thank you so much. Yes, the army is very nerfed in anomaly. Almost non-existent
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.
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
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.
Will look in to it.
Thank you, looking forward to it.
So does this overwrite that weird logic where the farm spawns bandit squads after sleeping?
Yes, that should no longer occur.
Bandit did have sim avail on the farm, but they do not now.
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.
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.
Thanks for the reply, I would say just get rid of the Military at the bridge and let the bandits have it.
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
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.
Yes, I'm going to see if I can do that on the last configuration after all of the southern maps are finished.
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.
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 :)