A modification that adjusts mutant spawns in the area and changes the sim availability for smart terrains. After the first game week, the majority of the spawn will change from weak to normal mutants, and the number of renegades spawns will increase.The military will be more engaged in the region, and there will be more faction-controlled areas, bringing variation to the spawns.
THIS MOD IS NOW INCLUDED IN RE:DONE GARBAGE & SWAMPS
AND IS OUT OF DATE
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.
FEATURE
- The smart terrain has been almost entirely redone. Change sim avail and change the mutant spawn.
- After the first week, harder mutants will spawn, as well more renegades will spawn.
- Expended the renegades base area to the destroyed village beneath the main camp.
- The military has sim avail in the pumping station and the two small settlements in the east corner of the map; these are faction-controlled smart terrains, which the military now has access to.
- The ecologist has set up camp in the church, which also has a faction-control function.
- The clear sky has sim avail in the truck repair station, and are more prone to defend their territory in the south and at the pumping station.
Update 1.1 (11/22/2023)
- Added lurker to the spawn pool in a few smart terrains and changed other mutant spawns.
- Decresase respawn timer in some smart terrains.
- Incresed Renegades interest in pumping station and should assault the location more often.
- The truck repair station now has a faction control feature. { army, loner, bandit, csky, renegades }
Immersion mod: Current Verison:1.1
Nice. Do all the maps. :-)
Also please redo Meadows and Darkscape and make exploring there worthwhile.
Darkscape is almost done. Meadows can be problematic; see if I figure something out.
Why? I would think the smallest map is the easiest to do? I guess problems with internal stuff I don't know about
Yes, that map does have some internal issues. As a result, there are no new spawns in that location.
Please do Zaton
Time will tell ;P
Is new game required?
No, it should´t be necessary.
Any troubles with ZCP latest version (1.4)? I want to play with both addons
No, it should function fine. Plz tell if you have problems.
I'm also curious about this, because ZCP could potentially override this spawn system w the one it has in the config
Need more testing then :)
это только на карте Болота? А на других картах можно такое сделать?
Он переделал Агропром. Еще придет.
да, будет больше
These spawn reworks are great. I hope you mean you're covering all of the maps when you said this was going to be a series! Thanks for the hard work.
Thank you so much. Yes, I intend to redo the majority of the map.
At the risk of sounding stupid, what do you mean by something having sim?
Np =) sim = { simulation } avail { available } = means that the NPC will be there if the sim avail is possible. A rating between 0 and 5 . The higher the score, the more likely the NPC to go there and do gulag jobs on the smart terrain.
If I set a score of 5 in rookie village for Monolith, then there is a high chance that Monolith will be there if they get through the map xD
Thank you, much appreciated. But Monolith, in MY dilapidated hovel? This I can not tolerate! (Reaches for rusty, trusty PMM) 😜
А чистое небо будет помимо болот на других локациях появлятся ?
Хотелось увидеть их в окрестностях юпитера или на затоне где нибудь вторую базу!
Ну да, это может быть возможно. Сейчас я сосредоточен на южной части карты.
Благодарю)
Great work, thank you and please keep up your efforts
думаю вам нужно объеденить всю серию в один аддон! это было бы удобнее!!!
Да, когда все будет сделано. Некоторым может не понравиться смена локации. С помощью этого метода вы можете выбрать то, что хотите.
you are on it, are you gonna make a pack when your done?
Yes, when all is done. Some might not like a location that gets changed. With this method, you can choose what you want.
А как объединить этот мод с остальными твоими аддонами? (merge)
Не совсем понимаю, просто файлы из этого архива закинуть в установленные те?
Спасибо.
Привет. Для установки вам необходимо использовать MO2. Когда вы установили первый мод, дайте второму моду то же имя и нажмите кнопку объединения. Вместе с первым модом должен быть установлен второй мод.
Или просто извлеките данные игры и поместите их в папку установки первого мода.
Понял.
Просто я сначала установил подземелья Агропрома, потом туда скопировал gamedata из "просто Агропрома", а потом так же поступил и закинул геймдата из Болот в тот установленный мод.
Всё это в МО2 разумеется.
Правильно же? :)
Да. Но гораздо проще объединиться. Вам нужно, чтобы новая установка мода имела то же имя, что и старая ;)
Понял.
Огромное спасибо, отличные моды!
Спасибо
Если вы установили мод агропрома, он включал новую версию дополнительной папки подполья агропрома. Удалите старый подземный агропром и используйте вместо него новую версию. Просто делай, как ты сделал. Извлеките данные игры и поместите их в папку установки. Затем вы можете продолжить объединение остальных модов.
Сейчас переделаю, спасибо.
Really need you to do Truck Cemetery and put more NPCs in there! It's always dead or only mutants I'm fighting...
The Truck Cemetery has already been redone. I have not yet released it. I need to do some testing first since I don't have much time to play, it takes time xD
!!!DLTX ERROR Attemped to override section 'spawn_stalker', which doesn't exist. Ensure that a base section with the same name is loaded first. Check this file and its DLTX mods: c:/games/s.t.a.l.k.e.r. anomaly/bin/..\gamedata\configs\scripts\agroprom\smart\agr_smart_terrain_7_4.ltx, mod file mod_agr_smart_terrain_7_4_redemption.ltx
FATAL ERROR
[error]Expression : strchr(str, ']')
[error]Function : CInifile::Load::<lambda_4ddf9cedef42e588f7ae340e83d49ce2>::operator ()
[error]File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 594
[error]Description : Bad ini section found:
[error]Arguments : [
stack trace:
:(
same here
That error is from Re:done Agroprom. It has been patch.
Update Re:done Agroprom to version "Redone_Spawn_Point_1.4.2"
I'm really sorry for the inconvenience.
oh ok, thanks for your work man :)
Nice that you are doing these to many of the maps. Darkscape is in dire need to be livened up. More military/bandit presence would be nice. I know these things takes time and all....by all means, take your time. We all really appreciate it.
These should be implemented into the base game imo.
Darkscape is finished. More testing is required. Thank you for your pleasant comments.
А с модом "Brotherhood v 0.5.2" совместим?
Хм, я не знаю. Протестируйте и отпишитесь мне :)
Hi eAkman do you have any plans on redoing dead city? the cheesy appartment blocks with the broken pathfindings in particular
also thank you for all the reworks!
Hi. Yes, all southerly maps are being worked on. See if I can help with pathfinding; as of now, I am unlikely to do so.
Thank you.
btw, I was at that renegade camp in the north-west part of the map. The one across the doctor's hideout. So I cleared them out and slept for the night in the wooden hut, when I woke up, they spawned all around me it was chaos.. Would there be like a way to not let them spawn or maybe somewhere farther?
Hi. The issue is that the NPC will continue to travel even if you sleep. And when you awoke from your slumber, they had either reached their goal smart or had spawned. I can't make the NPC stop traveling in sleep. Only I can delete the sim avil and the spawn at that area, but no renegade will be present then.
The only thing that can be done is choosing a better sleeping location and not sleeping in a faction's main base ;)