Updated for Anomaly Repack. This addon creates a lot of new and dangerous anomalies in the zone. It makes the game more challenging but also more interesting.
S.T.A.L.K.E.R. Anomaly Repack: Anomalies
An addon that basically merges two existing addons for Last Day and makes them compatible with S.T.A.L.K.E.R. Anomaly.
About
This addon changes how Anomalies work and how many exist in the zone. It also adds some randomness and an additional challenge for anyone trying to survive in the zone.
It contains:
Some settings are tweaked to integrate better with S.T.A.L.K.E.R. Anomaly.
Warning
Once installed, it can't be removed without breaking all saves that were made after it was installed. So if you are installing this and play with an existing save, make sure to backup your saves first.
(to clarify, you can uninstall it at any time, but the saves made with it will break)
Installing
- Download this addon
- Install the latest Update for Anomaly Repack
- Unpack the content of this addon on top of Anomaly after Anomaly is patched with the latest update
- It is recommended to start a new game, but it should work with existing saves.
Credits
These don't spawn artifacts, right?
To be honest, I have no idea, but I would assume that they don't.
Is this tested/stable? I would like to try this, I quite enjoy the idea of dynamic anomaly locations and the new anomalies seem awesome.
It's been tested for a while, but it's fairly new so you won't find anyone who played it for days ;)
Dynamic Anomalies caused a lot of crashes with both CoC and Last Day. I would not generally advise using it unless you have done something to try and address that.
I can't promise that it's more stable in Anomaly since I don't know the cause of the crashes in CoC and LD, but I'm using Dynamic Anomalies at the moment and if it happens to crash on me, I can debug it, find the cause and try to fix it.
If I recall, it was something to do with when it loaded a saved dynamic anomaly. It could potentially corrupt the save and I can't remember exact fix, but basically if you were fortunate enough to get it to boot you needed to leave the map you were in and make a new save. Might be able to message apuruu about details as it was a big issue for a bit, waiting for actual bug might be more effective though.
I'm loving the new Anomalies
This should be included in the main pack, it adds a new dynamic of danger.
Mod places electro anomaly right in the spawn between rostok and army warehouses. Cant evade, you are just spawned inside anomaly. If you have good protection you can jump on the left, but you will be hit at least once.
The mod places anomalies randomly and changes placement after emissions, so get back there after an emissions and if it's still the same situation, let me know and I'll look into it.
From playing with that mod awhile on CoC, I can tell you now it doesn't replace anomalies on emmisions. It uses the same script for anomalies as Doctor X, but with higher spawn numbers and some more smarts added around the maps.
Edit: Oh, and, of course spawns new anomalies as well as the regular ones.
seargedp is playing with it too, so doubt be would lie about it lol. He also tweaked it some according to the change log which might be part of it. The original mod was definitely intended to reset after emissions but never used it in Last Day due to bug
I also had an anomaly in that exact spot they other poster said. I was already basically dead when I traveled so I didn't get a good look at what the anomaly was, plus I got a crash from another little add on I was testing so I couldn't verify what the anomaly was. But it was right in the spawn point of traveling from Rostok to the army warehouse.
Perhaps you could implement a failsafe so that anomalies C ant spawn right where we come into a level at? Kind of a buzz kill playing ironman and having that be the end of your game when you had no chance to do anything.
You have a good point with the impact on ironman players. I'll look into it. For now, I'll not recommend this addon to anyone playing in ironman mode.
I really love the idea of new anomalies, though in this pack they are a bit numerous. Given the name of your mod, maybe tweaking this and adding that huge artifact mod people were talking about would fit the theme :)
I've looked at that artifact mod. It's huge indeed, will take me a while to merge that with Anomaly, definitely not done too soon.
There's also a much smaller one that adds 50 artifacts. In case you were looking for something a little smaller.
Moddb.com
Most of anomalies dont blend well with the environment, either too colorful, too static, in bad place. Toning down the color, and placing appropriate anomaly in the area that will suit it, might change this mod for the better. Right now i wouldnt recommend.
Agreed, I played a bit with this. The added dynamic factor was cool but the anomalies don't fit so well with the game. Seeing a glowing green anomaly in the middle of the ******* road just looks weird. And there's these red things/red lines that make earrape noise when you pass by them. It's baaaad
For those interested, in theory thos anomalies spawn artefacts, if you look at the description it's a mix of 2 mods and one of them adds new anomalies wich spawn artefacts