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.
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.
RADAR FEATURE
- Added smart terrain with zombied\zombie spawn; when Lab X-19 is deactivated, all spawn will cease and be replaced with mutant spawn.
- Deactivate Lab X-19 will change zombied\zombie spawns to mutant spawns. This will have an effect on maps with zombied\zombie spawns in Re:done.
- Reactivation will change mutant spawns to zombied\zombie spawns. This will have an effect on maps with zombied\zombie spawns in Re:done.
- Psy-field in Radar works in conjunction with activation and deactivation settings in Lab X-19.
- Radar antennas works in conjunction with activation and deactivation settings in Lab X-19.
- The NPC spawns at Radar will change to different factions if the Brain Scorcher is disabled, depending on which faction you are playing.
- Disabled the timer at Lab X-19 at the moment.
- Added in Monolith forces at Lab X-19. The spawns at Lab X-19 will change if the player is Monolith or Sin; their placement will be adjusted somewhat in the update.
- Added Megafone with Monolith propaganda sound and a transceiver with a feature to turn on or off the propaganda ambient sound; the ambient sound will turn on after sustaining in-game time if the Brain Scorcher is not disabled\enabled.
- Added extended psy-field damage to Radar, Red Forest and Pripyat.
- Radar Forest has hard mutants spawns.
- Smart terrain has been completely redesigned. Changed all sim avail and all spawns.
- Added a new Endless spawn feature that works to spawn night mutants on smart terrain. This will make it possible to spawn night mutants at night\dark night with percentage between what will be spawned with timer.
- [ Optional ] Endless Night Mutant Addon.
- Added smart terrain with zombied\zombie spawn; when Lab X-19 is deactivated, spawn will cease and be replaced with mutant spawn.
- Monolith has most of this map as an outpost, at the bridge and a camp in the mine cave. Disabling Brain Scorcher will cause the monolith to lose sim avail at smart terrains and retreat to half of the map. Annihilate the camp at the mine will make them lose their spawns. They will still have some sim avail on the map, so they will still have a presence on the map; no sim avail at the mine.
- The NPC spawns at Red Forest will change to different factions if the Brain Scorcher is disabled, depending on which faction you are playing.
- Added so the radio at Forester will not play music during a surge.
- Added Megafone with Monolith propaganda ambient at the bridge outpost and a transceiver with a feature to turn on or off the propaganda ambient sound; the ambient sound will turn on after sustaining in-game time if the Brain Scorcher is not disabled\enabled.
- Added a radio with Monolith propaganda ambient sound at the cave camp with feature to turn on or off; the ambient sound will turn on after sustaining in-game time if the Monolith trader is not dead.
- Added Monolith Trader in the cave camp.
- Added a random stalker spawn at the Mining Complex that will start spawn after Monolith Trader is dead.
- Added battle and firefight ambient sounds at bridge area to create a sense of warfare in Limansk. The sound will cease if the Monolith Commander in Limansk is killed. Req; Re:done Limansk Addon.
- Added extended psy-field damage to Red Forest.
- The Sin base has been transferred to Deserted Hospital.
- Smart terrain has been completely redesigned. Changed all sim avail and all spawns.
- Added a new Endless spawn feature that works to spawn night mutants on smart terrain. This will make it possible to spawn night mutants at night\dark night with percentage between what will be spawned with timer.
- [ Optional ] Endless Night Mutant Addon.
- [ Optional ] Redone Transitions Zones Red Forest - Limansk; to prevent players getting spawned in too close to NPC at the Red Forest Bridge and additional space in the Red Forest tunnel with added vehicle\objects.
- [ MAP PATCH] Duty Expansion Fixed Version; if Duty Expansion is installed.
RE:DONE IS A PART OF RE:PACK & RE:TUNE
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.
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
COMPATIBILITY:
WITH ALMOST EVERYTHING: PLACE THE INSTALLATION IN MO2 AT THE END OF THE LOAD ORDER.
WARFARE MODE DO NOT WORK WITH RE:DONE.
IMPORTANT
_____________________________________________________________________________________
A NEW GAME IS REQUIRED, FOR ALL SPAWNS TO GET SPAWNED IN AND ALL FEATURE TO WORK. _____________________________________________________________________________________
OTHER ADDONS
IT IS RECOMMENDED TO DISABLE ALL ADDONS THAT ADDS OR CHANGES SPAWNS.
ZCP IS NOT RECOMMENDED WITH RE:DONE. USE THIS ADDON INSTEADZLM - ZCP Loot Module revised [4.1] addon - S.T.A.L.K.E.R. Anomaly mod for S.T.A.L.K.E.R.: Call of Pripyat - ModDB
NIGHT MUTANT ADDON IS NOT RECOMMENDED ANY LONGER AND SHOULD BE DISABLED
Update 0.9.2.0 (03/31/2024)
RADAR UPDATE:
- Added Optional Endless Night Mutant Addon.
- Redone all the spawn code in Radar.
- Fixed some ltx files to DLTX format.
- Updated all smart terrains.
- Balance of spawns; adjustments to mutant spawns.
RED FOREST UPDATE:
- Added Optional Endless Night Mutant Addon.
- Added new transition zones to Optional Install.
- Redone all the spawn code in Red Forest.
- Fixed issue that caused crashes when the player did get information about the route to Limansk.
- Added new gunbattle sounds. Credits: Aphrodite_child - ModDB
- Updated all smart terrains.
- Balance of spawns; adjustments to mutant spawns.
Update 0.9.1.5 (02/14/2023)
RADAR UPDATE:
- Minor changes to sim avail.
- Reduce the psy-damage.
RED FOREST UPDATE:
- Added new transition zones to Limansk to prevent players getting spawned in too close to NPC at the Red Forest Bridge and additional space in the Red Forest tunnel with added vehicle\objects.
- Added more logic to smart terrains.
- Balance of spawns; adjustments to mutant spawns.
- Added so close-combat sound ambient will cease when the Monolith Commander is killed; req: RE:DONE LIMANSK & HOSPITAL addon.
- Reduce the psy-damage.
Update 0.9.1.4 (01/22/2023)
RADAR UPDATE:
- Fixed Sim Avail in Radar; did have faulty settings, which caused Monolith to invade Lab X-19 even if their sim avail was turn off. New settings seems to work.
- Fixed psy-helmet not working if you didn't get it from the main quest; the script gets updated after the player leaves the map.
- The turn on text now work at the Brain Scorcher.
- Changed and corrected ltx files.
- Corrected wrong update version (0.9.2.2) to 9.1.4.
RED FOREST UPDATE:
- Added battle and firefight ambient sounds at bridge area to create a sense of warfare in Limansk.
- Fixed psy-helmet not working if you didn't get it from the main quest; the script gets updated after the player leaves the map.
- Included extended psy-field damage script for Red Forest Installation.
- Changed and corrected ltx files.
- Corrected wrong update version (0.9.2.2) to 9.1.4.
Update 0.9.1.3 (01/18/2023)
RADAR UPDATE:
- Fixed incorrect version of a mutant spawn.
- Changed ltx file name in spawn_object to make it more easy to keep track on objects.
RED FOREST UPDATE:
- Fixed incorrect ecolog logic at the bridge outpost.
- Changed ltx file name in spawn_object to make it more easy to keep track on objects.
Update 0.9.1.2 (01/17/2023)
- Added transceiver with a feature to turn on or off the propaganda ambient. The ambient sound will reset after sustaining in-game time if the Brain Scorcher is not disabled. Same for Monolith\Sin, the ambient sound will be reset after sustaining in-game time if the Brain Scorcher is disabled; because the NPC does not know how to operate a transceiver with the on-off feature when they get spawned again. xP
- One more zombie spawn at Red Forest.
- Minor spawn balancing.
Immersion mod: Current Verison: 0.9.1.5
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
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.
well,interesting.I use your redonepack and Dynamic Mutant together,but haven't any conflicts
That addon uses scripts rather than smart terrains to spawn mutants.
Nice. Waiting for this
Very nice
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?
Many thanks. Yes, I do know. That is doable. The most straightforward solution is to not install Red Forest at all at this moment.
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
That's great to hear! Yes, I will create a patch and make it accessible on the Discord channel. Thank you!
Yeeessssssssss!Waiting for your work,LOVE YOU!
Do you have a discord channel?
Any link?
Just a basic one. Will do some work on that channel later.
Discord.com
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?
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.
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!
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 ;)
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!
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? :)
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.
Does your collection requires a NG(New Game)?
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.
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 :)
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.
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!
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.
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! :)
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!
I'm fine with this, thank you! I love your process and results! 100% best MOD for stalker is right here.
i still cant find the new location for the sin base, where is it?
Hi. Yes, they has not been added yet. This will be done in the next addons that are almost completed.
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)
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 ;)
perfect!!!
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.
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.
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.
Hi Author, will ur addons (all, so far) be compatible with [TheMrDemonized] DLTX Storylines - Artefact Hunters - Last Dawn - Operation Monolith - Hidden Threat Addon?
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.
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.
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.
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:
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.?!
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?
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.
Thank's Man! Best wishes !!!
Thanks for making such an amazing addon! Got a question, though, will this work with the Old World addon?
Hi. Thank you. Re:done will not work with Old World Addon if I remember correctly.
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.
Many thanks. I'm glad you liked it.