Description

Radar has been renewed with a new challenge for Monolith or Sin to reactivate Brain Scorcher when Lab X-19 is now occupied with hostile forces. When the Brain Scorcher is disabled, the spawn will adapt to the player's faction, with some variances between factions. In Red Forest, Monolith has an outpost at the bridge and camp at the mine cave, and it also has spawns that will adapt to the player's faction at the bridge outpost when Brain Scorcher is disabled. A megafone with Monolith propaganda ambient has been added to the maps and Sin base has been transferred to Re:done Limansk & Hospital addon and new transition zones to Limansk.

Preview
RE:DONE Radar & Red Forest 0.9.2
Post comment Comments  (0 - 50 of 63)
CaptainBacchus
CaptainBacchus - - 63 comments

hey!How to make a mutant spawn option for Dynamic Mutants?(https://www.moddb.com/mods/stalker-anomaly/addons/dltx-required-dynamic-mutants-slightly-remastered) It's included many fun mutants like horse,wolf,bear,vendigo.I think many people also use this mod

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eAkman Author
eAkman - - 403 comments

Hi. I had a brief look at the scripts in that addon. I don't think this addon will cause problems with Re:done. But I could be mistaken.

It already includes a dynamic_mutants_mcm.script. 

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CaptainBacchus
CaptainBacchus - - 63 comments

well,interesting.I use your redonepack and Dynamic Mutant together,but haven't any conflicts

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eAkman Author
eAkman - - 403 comments

That addon uses scripts rather than smart terrains to spawn mutants.

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MangAsar
MangAsar - - 168 comments

Nice. Waiting for this

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Rexar785
Rexar785 - - 60 comments

Very nice

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Colombo2022
Colombo2022 - - 305 comments

I really like what you're doing - it brings freshness to the good old stalker. thank you!

P.S. - overwrites the addon "DUTY EXPANSION" ( Moddb.com ) Could you make a patch for it?

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eAkman Author
eAkman - - 403 comments

Many thanks. Yes, I do know. That is doable. The most straightforward solution is to not install Red Forest at all at this moment.

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CaptainBacchus
CaptainBacchus - - 63 comments

Ok………………Your mod and the Duty Expansion are very fun to the anomaly,hoping you can make a patch for it!Love you and all stalker:D

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eAkman Author
eAkman - - 403 comments

That's great to hear! Yes, I will create a patch and make it accessible on the Discord channel. Thank you!

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CaptainBacchus
CaptainBacchus - - 63 comments

Yeeessssssssss!Waiting for your work,LOVE YOU!

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Rambito0
Rambito0 - - 163 comments

Do you have a discord channel?
Any link?

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eAkman Author
eAkman - - 403 comments

Just a basic one. Will do some work on that channel later.

Discord.com

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Guest
Guest - - 689,966 comments

Great as always. Thanks for your work!

I have one question. If I play as a monolith, the way the game protects you from the psy-field in the northern maps is by disabling brain scorcher at the start. What happens then if I reactivate it?

Should I use debug mode to spawn the psy helmet?

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eAkman Author
eAkman - - 403 comments

Thank you very much.

The Monolith\Sin has a scripted psy-protection and will not be impacted.

Debug mode to spawn the psy-helmet will not work. Only when you get the helmet in the main story quest.

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tan_gem21
tan_gem21 - - 33 comments

Hey man! Awesome mod! Really excited to try it out later

If I may ask, if I'm playing story mod particularly in the mortal sin questline, there's a point in the game where you need to meet with Stitch at the mine cave in red forest. Will it conflict somehow? Considering the fact that there are monolith squads stationed there and Snitch is in there chilling by the fire?

Thank you!

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eAkman Author
eAkman - - 403 comments

Thank you. I truly hope you enjoy the present setting.

At that point in the game, you should have attacked the Monolith cave camp already. When the Monolith supplier dies, the sim avail is turned off, assuring that no one visits the site again. Stitch will spawn as usual; if you haven't taken care of the camp, he has some fighting to do, that do sometimes happens in default setting for Red Forest ;)

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CaptainBacchus
CaptainBacchus - - 63 comments

Sure,any true stalker should kill all monolith at first storyline!When I played the anna mission of attack monolith in warehouse,I will enter the redforest continue to kill them!

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tan_gem21
tan_gem21 - - 33 comments

Oh now I see! Thank you! I swear to Christ I'mma go there now and blow dem fanatics with the Milkor. One last question though,does the redone mods affect frame rates in maps? Considering the amount of spawns? :)

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eAkman Author
eAkman - - 403 comments

xD That depends on the computer you're using. I have seen FPS drops on the certain map at times. So I did without re:done as well.

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Cyanmint
Cyanmint - - 89 comments

Does your collection requires a NG(New Game)?

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eAkman Author
eAkman - - 403 comments

A new game is not required but is recommended.

To ensure that all spawn functions properly and gets spawned in, a new game is recommended. You can install in an ongoing game, but do not expect everything to work fine with the spawns and get all the features to work.

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NikolaiKalash
NikolaiKalash - - 8 comments

Do you plan to release any updates for Pripyat, outskirts, Jupiter Zaton in the future?

P.S: I like the immersion that your mods give to Stalker, it feels different :)

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eAkman Author
eAkman - - 403 comments

That is exactly what is planned. I'll finish the next addon soon, I hope xP

Thx. I am delighted to hear this. It needs a few tweaks here and there, but it will be done over time.

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Singustromo
Singustromo - - 41 comments

Unfortunately I get a crash on_game_load
The section 'simulation_fracture_squad' used in 'gamedata/configs/scripts/radar/smart/rad_pseudodogs.ltx' does not exist in vanilla anomaly. Please replace that with 'simulation_fracture' ))

Thanks for your work so far ) I really like your Redone series!

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eAkman Author
eAkman - - 403 comments

Not again xD! I've encountered similar problem before with Agroprom. Re:done addons are based on 3 prior builds I made for myself... That is a spawn from there; I must have overlooked it when I added the spawns to this new spawn build Re:done. 

Glad you like it and Thank you for addressing this, and I will provide an update asap.

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UnRandomCualquiera
UnRandomCualquiera - - 10 comments

I can't wait for this to be added into the Re:Done collection, your addon is truly magnificent and it really adds up and makes the game much more enjoyable, for a lot of people, keep it up, I really enjoy the Re:done addons! :)

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eAkman Author
eAkman - - 403 comments

Unfortunately, all northern maps must be completed before being added to the Re:done Collection. Same process as the south went through. To make the build as good as it can be, the maps needs to be more tested and hunt for bugs and feedback.

I sincerely appreciate your comment. Thank you!

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oozish
oozish - - 318 comments

I'm fine with this, thank you! I love your process and results! 100% best MOD for stalker is right here.

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ElPapitrol
ElPapitrol - - 28 comments

i still cant find the new location for the sin base, where is it?

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eAkman Author
eAkman - - 403 comments

Hi. Yes, they has not been added yet. This will be done in the next addons that are almost completed.

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Colombo2022
Colombo2022 - - 305 comments

Hi! how about the "Sin" has its own guide(conductor) at the base - is it really possible to do this? (all factions have guides, except sinners, it's somehow not fair and not logical)

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eAkman Author
eAkman - - 403 comments

Good idea. I can look at it.

{Edit:} It is not as simple as one may think. I'll look into this more and include it in a future update. The aim is to finish with Re:Done addons before Stalker 2 release ;)

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Guest
Guest - - 689,966 comments

perfect!!!

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☢𝐓r
☢𝐓r - - 17 comments

I'm looking forward to Zaton's Re:done, Jupter and Outskirts. I really like starting the game in hard mode, survivor, campfire save and agony mode. I start in the hideout in Outskirts, the building that has tree roots and a beautiful anomaly running over the roots. But when I get to the bookstore, or the stalker camp in the laundromat, I get discouraged. Stalkers bumping into each other at the door, the shopkeeper using the wrong waypoints, etc...

Anyway, your work is magnificent.

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pelicanvulning
pelicanvulning - - 1 comments

One of the better series of add-ons for S.T.A.L.K.E.R. Anomaly yet.

I will say, though, that entering Radar as Monolith (&, by extension, Sin) seems rather underwhelming in the current iteration of the mod. The presence of different factions in the area is completely lackluster, especially for an event as grand as the Brain Scorcher being disabled. I entered Radar as Monolith through the Red Forest, and the only opposition I've seen was inside of the Lab itself.

A more robust faction presence, and larger, deadlier contests for the area, would definitely be a huge improvement on the add-on. I had an add-on installed that made the Mercenaries & Freedom hostile to each other, and walking through what seemed like an already concluded battle in Lab X-10 set the tone just right. Hoping to see something like this out of the add-on by itself. Eagerly waiting for more Re:Done content.

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eAkman Author
eAkman - - 403 comments

Thank you.

There will only be two factions at the Lab X-19 Camp at the present. Only battle between factions will take place in the eastern section of the map, against Monolith. However, if you entered from the Red Forest, you should meet the Lab X-19 camp guards.

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mmoorroo
mmoorroo - - 89 comments

Hi Author, will ur addons (all, so far) be compatible with [TheMrDemonized] DLTX Storylines - Artefact Hunters - Last Dawn - Operation Monolith - Hidden Threat Addon?

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eAkman Author
eAkman - - 403 comments

Hi. [TheMrDemonized] DLTX Storylines should be fine. But ARTEFACT HUNTERS, LAST DAWN, OPERATION MONOLITH STORYLINES 3.0 seems to have some conflicts with re:done.

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Anarkis Gaming
Anarkis Gaming - - 46 comments

Can confirm about (at least) the artifact hunting one. Ended up disabling the storyline DLTX when launching a new game with the re:done pack to get the game to work properly.

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eAkman Author
eAkman - - 403 comments

Thank you for your comments.

I basically looked around through the addons and came to a conclusion based on what I saw in the files.

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ElPapitrol
ElPapitrol - - 28 comments

im having this CTD when entering Radar: Expression :
<no expression>
Function : CInifile::Load::<lambda_4ddf9cedef42e588f7ae340e83d49ce2>::()::<lambda_7a807c3c7ba262f0f4c9609e8f82ba0c>::operator ()
File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
Line : 366
Description : fatal error
Arguments : Duplicate section 'sr_idle' wasn't marked as an override.

Override section by prefixing it with '!' (![sr_idle]) or give it a unique name.

Check this file and its DLTX mods:
"c:/games/anomaly efp/bin/..\gamedata\configs\scripts\radar\rad_psy_zone_8.ltx",
file with section "mod_rad_psy_zone_8_redone.ltx",
file with duplicate "mod_rad_psy_zone_8_redone.ltx"

stack trace:

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eAkman Author
eAkman - - 403 comments

Hi. Strange? I do not receive that error, and [sr_idle] doesn't exist in the original file. Thank you for addressing this.

You self can fix the error by alter file: gamedata\configs\scripts\radar\mod_rad_psy_zone_8_redone.ltx

and place a ! before [sr_idle] in the text file """![sr_idle]"""

and check youre install. Seems like two versions of the addon are installed.?!

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Guest
Guest - - 689,966 comments

Hi Author! <3 Thank you for your hard work and respect it!
I have a question - when i enter Red Forest / Radar location it says "Dangerous Psy Emmision Levels ..." - but i already got a fully calibrated psy helmet from sakharov (i didn't spawn it from debug menu) what can i do?

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eAkman Author
eAkman - - 403 comments

Hi. Yes, I had some issues getting the helmet functioning properly. At the moment, you can only obtain it through the main quest, Living Legend to work. I'm not sure if it works on saves or not. I have an idea that will be included in the update to fix it.

For the time being, you can manually disable the script under gamedata\scripts\extended_bs_psy_field_redone.script.
Simply include this symbol ;

";extended_bs_psy_field_redone.script."

Sorry for the inconvenience.

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Guest
Guest - - 689,966 comments

Thank's Man! Best wishes !!!

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mujo70
mujo70 - - 343 comments

Thanks for making such an amazing addon! Got a question, though, will this work with the Old World addon?

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eAkman Author
eAkman - - 403 comments

Hi. Thank you. Re:done will not work with Old World Addon if I remember correctly.

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mujo70
mujo70 - - 343 comments

Rip, that's a shame, but still, congrats on making such a great set of addons! They're a must-have for me now, each time im making a modlist.

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eAkman Author
eAkman - - 403 comments

Many thanks. I'm glad you liked it.

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