A modification of "Respawn_Mode_1.0.3" by Yonte. Converted and modified for Anomaly 1.5.1 by Mr_Gepardas. With Additional features + MCM Support.
A modification of "Respawn_Mode_1.0.3" by Yonte.
Original mod here: Moddb.com
Made the modifications myself, as could not wait for Yonte to port over the mod for 1.5.1. As this is my first mod - expect unexpected bugs and crashes.
New UPDATE
With the version 1.0.3 the mod now officially supports ANOMALY MOD CONFIGURATION MENU AKA AMCM AND MCM. Check it out here: Moddb.com
MCM is not required to play the mod, but strongly recommended as it adds the options to change main "Chance" values from this mod. No longer will you need to manually edit the respawn_mode.script file. Now all of it can be done through MCM menu.
WARNING: if you are updating from an older version of the mod, please delete respawn_mode.script file from gamedata/scripts folder first. Due to MCM support this file has been renamed to respawn_mode_mcm.script. Believe me, you do not want both scripts running at the same time.
Description:
Ever felt like Ironman and Azazel is just too much for you, or you want familiar experience, but a bit less punishing? Maybe you played Escape from Tarkov and thought to yourself "hmm it would be nice if they released the promised Single-Player mode already."? Well then this mod should be for you. Instead of having lives, having to reload your savegame or inhabit another poor Stalker, you will get temporarily taken "out of action" and respawn after a few hours or days in the original starting point (depending on your faction) or in the last location you have slept.
Features:
The mod is mainly aimed to be played within the Story mod of Anomaly.
Q: Is this mod compatible with x?
A: Most likely not. Especially if other mod edits these files: items_tools.ltx, new_game_loadouts.ltx, st_items_tools.xml, game_tutorials.xml, _g.script, bind_container.script, itms_manager.script, xr_effects.script, ui_sleep_dialog.script
Q: Do I need to start a new game?
A: Strongly recommended.
Q: I am updating from an older version, should I still start a new game?
A: Would recommend starting a new game, but old savegame still could work.
Q: What is different here compared to the original mod by Yonte?
A: Currently there are a few differences:
Q: What is the Insurance feature?
A: Upon death each item in inventory has 45% chance to be recovered for a small price of in-game currency (between 5 and 200) (would love to change this up to 10% value of the item, but unfortunately I do not know much about the item code structure of Stalker, so cannot get item values). The Insurance only works if Player has more than 5000RU. There is also a 25% chance that player will be charged, even if the item was not recovered.
Q: Which Game modes are supported?
A: Only the beginning of story mode was tested to work. Should technically work with other modes if the original mod worked with it. Test it at your own risk.
Q: Why even make this?
A: Great question. Made this mainly for myself as want to be able to play something like Lite Escape from Tarkov mod within S.T.A.L.K.E.R maps, but since the mod has not been released for 1.5.1 yet, thought I will share it with you.
Q: How do I install this mod?
A: In the zip file open "1.0.2 beta 1" folder and extract its contents to your Anomaly installation
Q: I don't like the changes in 1.0.x Beta, how do I use the 1.0.0 version?
A: In Zip file use 1.0.0 folder, then extract gamedata folder to your Anomaly Installation
Q: I don't like the time skip feature, how do I disable it?
A: Either use 1.0.0 version or in respawn_mode.script file find "xr_effects.forward_game_time(nil,nil,p)" and replace it with "--xr_effects.forward_game_time(nil,nil,p)", this however could result in really low health after respawn.
Q: I don't like the new health changes, how do I get rid of it?
A: In MCM menu change Full Heal Chance to 100
Q: I don't like the new hunger system, want to always respawn without any hunger, how do I do that?
A: In MCM menu change Full Satiety Chance to 100
Q: I don't like the insurance feature, how do I disable it?
A: In MCM menu change Insurance Chance to 0 and Still Cost Chance to 0
Q: Can you release a version where I can respawn in the last place I slept?
A: YES! with the v1.0.2 Beta 1 of the mod this feature has finally been implemented. There is however a catch. There is only 80% chance that you will respawn in your last slept location, the other times you will respawn all the way back to the original spawn location (depending on your faction). If you respawn back to the default spawn location, your last sleep location will be forgotten, so you will need to get to it or another place and sleep again.
Q: I have downloaded the newest version of the mod, died and still respawned in the default location, even though in my savegame I have slept in bed. Why is it not working?
A: For the sleep feature to work correctly, you need to find a place to sleep and sleep after installing the mod, as only that way it is able to save new sleep location variables to your savegame.
Q: What is up with these Beta versions?
A: Calling the mod versions as beta, because they are implementing a new feature to the game. I cannot guarantee that it will not result in crashes of the game. As I literally am releasing new versions of the mod as soon as I can run it on my own game without immediate crashes. As Anomaly is a huge sandbox, there are multiple possibilities that new features I implement in to Respawn mod will result in a crash, latest example of that is respawn at the last slept bed. I was only able to test this with a few beds within Cordon area of the game. So while it is working fine for me in testing, your milage might vary, and if you find a bug that is constant, then I can investigate it, try to reproduce it and hopefully fix it within the next beta version.
Q: What's next for the Respawn mod?
A: After implementing MCM compatibility the only thing left is looking out for bugs and release fixes for them. Currently one bug that most likely will not get fixed is the Arena in Rostok. If you die during the Arena mission, you will get your items back, but the mission will be broken from then. Logically thinking, if you failed it/ died, that is it no more chances at it. While the real reason is because there is no condition for failing the mission because of death (in main game it is just game over)
17/02/2021 - 1.0.0
18/02/2021 - 1.0.1 Beta 1
19/02/2021 - 1.0.1 Beta 2
19/02/2021 - 1.0.2 Beta 1
21/02/2021 - 1.0.2 Beta 2
23/02/2021 - 1.0.2 Beta 3 Quickfix for Arena respawn with no items
24/02/2021 - 1.0.3 MCM Integration
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Average
108 votes submitted.
THANK YOU!
the 2 only things i didn't liked about the orignal are:
- a stash is not created in the place you died
- the place where you respawn should be the last place you sleept
Where do you respawn?
it depends on the faction, i think loner you respawn in Sidorovich's bunker?
Ahh ok. Would be good about going back to the last place you slept..
1. As seen from the original mod by Yonte, there seems to have been some issues with that, which is also why I put in the insurance feature so there is at least some chance that you will keep some items with you
2. With version 1.0.2 Beta1 this is now finally possible.
Can I disable the Insurance feature in-game or through the gamedata file?
Under scripts, there is a respawn_mode.script file. On line 72, you can set the insurance "chance" to like 0% instead of the default 45%
Also below that would change "...(0,100) <=..." to "...(1,100) <=..."
Be sure to try Azazel mode first. It's already in the game and does allmost the same thing (minus secure container and insurance)
Cant do story with Azazel
Thanks for porting over the mod. This respawn system is a nice in-between Ironman and Campfire Saves. For my own game, I tweaked respawn_mode.script to keep certain items on death like the starter Makarov, bandages, and newbie backpack as well as lowering the "insurance" chance to 5%. Really brutal and enjoyable with 1:1 population.
Hey, I really like this mod and I appreciate it and what it does for the pacing, since you arent constantly reloading your save when something bad happens or you die.
Id like to suggest some things.
Beyond just make it more stable and less buggy, id like to see a feature added that accelerates time by a day or two, so that when you respawn, you are a day or two in the future. This could allow NPCs to move around, mutants and squads to respawn and allow the game to be sort of "repopulated", same with jobs if you need to get money again.
Thanks very much. I want to see save reloading discouraged/disabled in every way possible as I think it really ruins the feel of Stalker, but the game doesnt really support that without mods like this.
Could be an option in the new game window like iron man and so on? Could be nice (sometimes wanna play this way, sometimes in a normal way)
Have actually looked in to doing that, but unfortunately it requires editing a lot of files, some which I don't even know much about and I do not have that much free time.
Would prefer having the mod as a toggleable option within the game, so then people could easily change up "Change" values and other values in the game, instead of having to edit respawn_mode.script manually.
any chance you could make it so you only respawn with your essentials? like you outfit and maybe secondary weapon and a couple of random misc. Think of it as an simulation of random stalkers robbing you before you are brought to safe place
Btw which mode is this meant to be played with right now cant you just reload your save after you die?
Also i get reproducible CTD when dying to electro and acid anomalies in Corden
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Hi DennyW, the mod was mainly aimed like the original, to play in the story mode, without needing to always reload the game. You can still reload game to before death, but it is mainly for people who want to keep playing with the consequences of death. Something between iron man and azazel mode.
Which version of the mod are you using when you are getting the CTDs? Btw to update the mod from an older version would be best to first delete all files that were added with older version, and then just to copy over the new version.
How often does the CTD happen and where about?
I have tried to reproduce the bug (Mod 1.0.1 Beta 2) in Cordon near mill (acid anomaly guessing) and electro anomaly between Farmstead and military checkpoint (north of Cordon) but have not experienced the CTDs
Works perfectly with Ironman, once you die saves are delted but you still respawn,
Ctd turned out to be caused by amnesia mod
Hey, just tried this mod and I do like what its doing and the impact on the game, however there are some things im concerned about that id like an explanation for, as well as feedback on it currently.
I like the respawning (as far as cordon is going, I havent given it an honest full playthrough). I like how the mod tells you the money youve lost and I like how this encourages you to live with your consequences rather than just reload your saves over and over.
I do not like the new starting gear, and starting with multiple guns, this is a negative change in my opinion. I do not like how it deletes my saves after respawning because sometimes a bug just happens and I like to have the option to go back when that happens. This is still the xray engine after all, sometimes things just dont work.
Id like to know what happens to items after my respawn and how this affects quest-important items such as the psy-helmet or package deliveries.
How are respawn points set? Could stashes or other means of dropping gear be made?
I think itd be neat if you dropped a lootable stash when you died, so that if you died to mutants, your gear might be left over and recoverable (maybe with durability damage) and if you died to stalkers, its very likely in their possession.
Deleting saves only happens when you play Ironman (try out the mod before complaining too much man:D), but imo it is nececary otherwise you can just reload each time you die and should properly just play vanilla. If you are worried about CTD you should backup your save games reguarly in Stalker Anomaly\appdata\savedgames, it's a good idea to do this even without this mod.
I agree that starting loadouts are lazy/bad, here (https://filebin.net/0fl58q8ob2aovh8q) is my edited loadout that is more balanced and diverse across all faction, needs to go into;\Respawn_Mod_\gamedata\configs\items\settings
If you go read through the scripts file you would see:
local ignore_list = {
["cash"] = true,
["device_pda_1"] = true,
["device_pda_2"] = true,
["device_pda_3"] = true,
["wpn_knife"] = true,
["wpn_knife2"] = true,
["wpn_knife3"] = true,
["wpn_knife4"] = true,
["wpn_knife5"] = true,
-- important quest items:
["army_isg_pendrive"] = true,
["attackers_pda"] = true,
["bad_psy_helmet"] = true,
["blackbox_mlr"] = true,
["chernobog_notes"] = true,
["cit_doctors_key"] = true,
["cit_doctors_pda"] = true,
["contact_lost_pda"] = true,
["decoder"] = true,
["decryption_radio"] = true,
["drekavac_notes"] = true,
["drx_agr_u_documents"] = true,
["drx_jup_u_documents"] = true,
["drx_sl_quest_item_1"] = true,
["drx_sl_quest_item_2"] = true,
["drx_sl_quest_item_3"] = true,
["drx_x16_documents"] = true,
["drx_x18_documents"] = true,
["drx_x19_documents"] = true,
["drx_x8_documents"] = true,
["good_psy_helmet"] = true,
["hb_isg_dushman_intel"] = true,
["item_pda_map_mlr"] = true,
["jup_b32_scanner_device"] = true,
["lx8_history_2_documents"] = true,
["lx8_history_3_documents"] = true,
["lx8_history_documents"] = true,
["main_story_1_quest_case"] = true,
["main_story_2_lab_x18_documents"] = true,
["main_story_3_lab_x16_documents"] = true,
["main_story_4_lab_x10_documents"] = true,
["main_story_5_lab_x8_documents"] = true,
["main_story_6_jup_ug_documents"] = true,
["main_story_7_mon_con_documents"] = true,
["mlr_strelok_item_01"] = true,
["pri_decoder_documents"] = true,
["radio_connections_pda"] = true,
["recover_mutant_data_device"] = true,
["x8_documents"] = true,
["special_delivery_case"] = true,
["strelok_pendrive"] = true,
["zat_b40_sarge_pda"] = true,
["artefact_container"] = true
seems like most things are accounted for including bad and good psy helmet, not sure about package delivery, maybe that is special_delivery_case
This mod + iron man = best hardcore mode. Great job!
Bug encountered:
When I died because of psy storm, I respwaned but I`m stuck in black screen. I think it`s because of the "zombie" mechanics when you`re hit by a lightning from psy storm
Hi LunaticMerc, I think I was able to reproduce the bug in my own game, it even happened with an emission, seems like the game might have something additional, when you die during emission. Saw words "You survived fate worse than death" and then just seeing blackscreen as well.
Going to be investigating this bug and hopefully able to resolve it. While this bug is still happening, would strongly recommend to keep some sort of backups of your saves, especially if you are playing on iron man mode, as it will delete your saves and with this blackscreen, do not think you can even save the game or go back to an older save
Have just released 1.0.2 Beta 2 version with the possible fix for black screen issue after respawn. Unfortunately this fix only works on savegames that have not died due to PSY or Emission storms. This new version also includes new loadout options by DennyW.
The black screen bug mainly happens due to Anomaly using custom PSY health system, of which I was not aware, so when your PSY health reaches 0, the game has an automatic condition to kill the character, even if health and other statuses are back to full, with full removal of any controls. This is why after respawning even ESC button stops working, as the game disables controls for the full level.
With the Beta 2 version of the mod I am resolving this issue by applying new PSY health value on death, which after respawn gives back full control to the player.
Thanks for the update! Can`t play iron man without this now
Bug: If you fight in Rostok arena and die you will respawn without anything except the equipment you are provided in the arena fight
Btw how do I edit respawn chance in bed to 100%?
All I see is this;
--Respawn in Bed decision
local respawn_mod_gepardas = alife_storage_manager.get_state().respawn_mod_gepardas
if math.random(1,100) > respawn_in_bed_chance or not respawn_mod_gepardas then
alife_storage_manager.get_state().respawn_mod_gepardas = nil
db.actor:give_game_news("Respawn Mod", "Your body has been returned to default starting location.","ui_inGame2_neutral_2_mask", 0, 20000)
elseif respawn_mod_gepardas then
db.actor:give_game_news("Respawn Mod", "Your body has been returned to your last sleep location.","ui_inGame2_neutral_2_mask", 0, 20000)
end
in respawn_mode.script should be line 5 "local respawn_in_bed_chance = 80 ---- %Chance for player to respawn in last slept bed"
just change that to = 100
yeah, just checked it, I am able to reproduce this bug, for the items, seems that I should be able to fix that, as I believe there should be a way to get those items back. Newest version should be uploaded soon.
Unfortunately though, it looks like if you die in the arena, it breaks the whole mission, so when you come back to do arena again and select "I am ready", it does nothing. Really unsure if I will be able to fix that. Then again I guess there is not real solution that would go well, as if you failed the arena and died, you really should not be able to keep trying and trying again, almost becomes like a game reload. So if I cannot fix this bug then basically if you die in arena, you cannot try the arena mission again.
EDIT:
1.0.2 Beta 3 just uploaded with the first quickfix regarding getting the inventory back from arena upon death. This does not however fix the arena mission/quest. This might take much more time or even be impossible for me to fix.
you should integrate your addon with AMCM and add options to edit the chance values.
Hi there, thanks for recommending AMCM, it is an amazing tool for modders.
Just uploaded newest version of this mod with support for AMCM/MCM.
Nice with the MCM - this is an amazing mod that really hits that sweet spot. Is there any possible way (unless it is already done and I have missed it) to delete saves when you die and make an auto save when you respawn so you don't save scum? Not an issue for me as I am happy to live with the choices, but it would set that tension higher knowing there was no coming back
From what I seen in the comments, you can play Iron man + this mod, to get that experience, as surprisingly iron man works quite well as it deletes your saves upon death (unless you decide to have more than 1 life) but you still respawn, and then can create a new savegame to continue.
But as a warning still would recommend to reguraly have some backups of your savegames, as it is rare, but sometimes the game will crash when respawning (could be just the level loading, really not sure as while I was doing testing for other features, and purposely dying loads, the game would crash from time to time, again never could reproduce it reliably to know what is causing it)
Really? So 1 life in ironman plus this mod means that everytime I die, My saves are deleted but I respawn and just continue?
yes, the saves that are part of that character (I think Iron Man goes by the name of the character maybe? not sure how it knows which saves are which characters) but just tried it and yeah it deletes all saves and the only saves that are left are other characters I had and an autosave, which is right after you respawn.
If I wanted to modify this to be 4.5 or Xkg Is that an edit to the bind_container.script? the if (total_weight + (item:weight() or 0) <= 4) line?
(edited)
At some point, my game stopped having emissions of all types and it just gives me the message that they happened, rather than letting them actually happen.
EDIT: Can I get into contact with you somehow?
Try running Anomaly in Debug mode, and then in-game press F7 I think and choose start emission, what happens? Does the emission happen, or it just tells you that it happened?
I have plaid about 8 Hours on my save, emissions are still happening, only seen the message about it that it happen after I have died, when it skips time or if I went to sleep in bed.
I really like this mod but I crash way too often. I'm can't load into garbage w.o crashing now for example.
In Anomaly install location, after a crash can you go to appdata then logs, and check .log file, right at the bottom of the file it should be able to say why it has crashed (might need to have debug mode enabled in Anomaly launcher) This way I should be able to start looking in what is causing the crash.
As you know Anomaly is a very complex game/mod, so with additional mods somethings can cause crashes, also it is recommended not to have any other mods installed, as it is possible for some script files to be overwritten like _g.script, ui_sleep_dialog, xr_effects etc., which will cause more crashes.
so I didn't see this message before I reinstalled anomaly and all my mods one by one. It turned out there was conflicts with a CinemaFX mod and I haven't crashed since. I'll be sure to post any logs I get in the future though.