Description

Yantar and Wild Territory has been updated, spawn changes have been made to Lab X-16. When the miracle machine is turned off, the industrial complex switches from zombified spawn to mutants and various stalker spawn. Wild Territory now contains one more faction-controlled smart terrain, mutants spawn, and the sim avail has altered.

Preview
Re:done Yantar & Wild Territory OUTDATED VERSION
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Rexar785
Rexar785 - - 60 comments

PERFECT

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oozish
oozish - - 318 comments

I already know-- 10 out of 10! Thank you for a reinvigorated Stalker survival experience!

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BlackPiligrim
BlackPiligrim - - 614 comments

Спасибо автор, сейчас буду пробовать, как раз хотел начать новую игру!

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Inkredibehl
Inkredibehl - - 186 comments

Nice ! Thanks a lot for your work :)

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xren12
xren12 - - 59 comments

Что это за опция: Optinal Y&W Lab X-16 Orginal ?

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eAkman Author
eAkman - - 403 comments

Привет. Если вы не используете мод Horror Overhaul, вам следует установить этот файл. Это для звуков, когда вы выключаете машину и отключаете последовательность выдачи. Возможно, неудачное имя файла.

Я пробовал сделать его в формате DTLX, но это не получится.

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Zencigöt
Zencigöt - - 14 comments

Pretty good job
still have to ask something
lets say you will do this for pripyat map too
will you add Monolithians on top of roof and inside buldings to shoot at player from window Like Shadow Of Chernobly ?

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eAkman Author
eAkman - - 403 comments

Thanks. Yes, it should be doable. Have a pre-build of pripyat at the moment, but, no spoilers ;) 

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Zencigöt
Zencigöt - - 14 comments

Nice thanks for reply
can't wait more stuff from you :)

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TomasaurusREKT
TomasaurusREKT - - 328 comments

Man. Wish you didn't add so many spawns especially Underground in a few spots on your other mods. Literally gets about impossible if you use Mags Redux because you have no where to even hide and reload. Other than that man I really love the work you're doing. Almost feels like a whole new game!

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eAkman Author
eAkman - - 403 comments

Thank you for the feedback.

There will be balance changes when the southern maps are complete :)

I'm happy you like it.

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MangAsar
MangAsar - - 168 comments

Here we go. Keep it up man. Southern maps are near completion. Spawns are fresh and makes sense.

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eAkman Author
eAkman - - 403 comments

Only Army Warehouses & Dead City left ;)

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CaptainBacchus
CaptainBacchus - - 63 comments

Does your level redone mod not need newgame yeah? I hope:)

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MangAsar
MangAsar - - 168 comments

It changes respawn so no need for new game. It will only apply on the next respawn.

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eAkman Author
eAkman - - 403 comments

Underground areas depend on whether you have visited the area before.

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Stalker_Boss
Stalker_Boss - - 1,716 comments

Hello, maybe you'll include my Saharov no weapons fix to your work?

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eAkman Author
eAkman - - 403 comments

Hi. To be honest, I had the same thought and was about to ask you if this mod may be included in the update ;) I will gladly add this mod to the Re:done.

Thank you.

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Rocky.SRogers
Rocky.SRogers - - 155 comments

Question where do i get "Redone Spawn Point" ?

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eAkman Author
eAkman - - 403 comments

Hi. Well, this is a Redone Spawn Point mod, as are all other Re:done mods. It's just a collation name. To make it easier to install, you may label the mods simply redone or whatever you wish :)

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Rocky.SRogers
Rocky.SRogers - - 155 comments

i have them all labeled separately :^) also another question are you going to cover the other levels and or the new levels mod ?

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Rocky.SRogers
Rocky.SRogers - - 155 comments

also i merged all of them together now like mod family or something

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eAkman Author
eAkman - - 403 comments

Yes, all maps are being planned to be Re:done. The new levels I don't know yet.

That's lovely. After the two remaining maps are completed, a bundle pack will be uploaded when the final configuration is done.

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daemon_stark
daemon_stark - - 37 comments

Just grabbed the 1.2 update. I saw that it did not completely overwrite the 1.1 update. Just wanted to make sure that the 1.2 file was complete/not missing any files unintentionally.

Thanks for a great mod.

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eAkman Author
eAkman - - 403 comments

Hi. I changed the name of the optional folders because there was a comment about it, and yes lab x16 folder is missing... xD
It's fine if you have the 1.1 version, but not with a fresh installation.

Thanks for telling me. I have triple-checked the installation folder now :)

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daemon_stark
daemon_stark - - 37 comments

Nice. Thanks!

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mr__dude
mr__dude - - 86 comments

good mod. Would it be possible to activate the lights on the pillars next to the research facility, and/or make the lights on the research facility brighter? I think it would add nicely to the athmosphere.
Great mod collection and thanks for the work man

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eAkman Author
eAkman - - 403 comments

Hi. Thank you. Well, those lights are broken. It should be possible to add a light object manually and script it in. Yes, I agree. I will look into it later.

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Guest
Guest - - 689,967 comments

Hi really liking the changes, but i cant find the barman in yantar... the one you can trade the vodka for a toolbox in gamma... is he gone or died or what happend to him?

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eAkman Author
eAkman - - 403 comments

It's nice to hear. I haven't altered that NPC logic file, so I'm not sure what happened to him for you. In my installation, he is sitting where he always sits.

Sorry. I'm not sure what this bug is about. :(

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MangAsar
MangAsar - - 168 comments

I'm having a problem where I can't switch the last switch on top of Lab16 in Yantar. I disabled this section of the mod and entered lab16 again and problem goes away. I think this mod broke the top switch

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eAkman Author
eAkman - - 403 comments

Hello. Okay, It working well on my tests. Today, I tested one main story and everything went smoothly both BS and MM. Are you positive that you didn't accidentally press off\on of the three switches? 

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MangAsar
MangAsar - - 168 comments

already did 3 runs inside and same problem.

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eAkman Author
eAkman - - 403 comments

Hi again. Did to the run again an now it does not work. Will be a fix in update

Thank you!

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