Description

This is a rework of the world-item spawns. Includes Tool-kits, Repair-kits, Upgrade-kits & other valuable loose items like stoves, LLMCs, head-lamps or even a detector if you're really lucky. PLEASE READ DESCRIPTION.

Preview
World Spawns Rework [BETA V1.2]
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BarryBogs Author
BarryBogs - - 383 comments

Changelog
March 29th 2023, V1.1
- Added Russian Translation

April 1st 2023, V1.2
- Removed Leftover Halloween Stuff Only Visible From Debug
- Fixed Icons for DX9 users (hopefully)

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Guest
Guest - - 689,722 comments

Compatible with 1.5.1?

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BarryBogs Author
BarryBogs - - 383 comments

probably, no guarantees tho

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Larrylangosta
Larrylangosta - - 364 comments

Awesome!

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FIREBREATH1001
FIREBREATH1001 - - 357 comments

Okay NOW I am getting back intoan anomaly playthrough :D

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BarryBogs Author
BarryBogs - - 383 comments

hell yeah! happy hunting <3

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OnlyaWanderer
OnlyaWanderer - - 168 comments

Peeps, I had an idea for a cool mod but obviously I know jack about modding. Is there a place where I can suggest someone to do it?
The idea is to "unlock" the game stronger and more mutants spawns right at the beginning of the save. To me it never made sense the game "waiting" for you to get stronger to release stronger mutants in the world. I think it was a ceirtan amount of days before the mutants started to get stronger.

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BarryBogs Author
BarryBogs - - 383 comments

to my knowledge no such system exists, you do see all mutants from day one already, some zones far south dont have certain mutants tho.
im sure you could ask on the anomaly discord tho

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ThaHou5Kid
ThaHou5Kid - - 45 comments

damn d̶a̶n̶i̶e̶l barry, back at it again with the w̶h̶i̶t̶e̶ ̶v̶a̶n̶s sicko mods

and just in time for 0.9 gamma too, thats awesome, good job bud

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BarryBogs Author
BarryBogs - - 383 comments

thank you!
should work with gamma no issue

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Luckynoobik
Luckynoobik - - 73 comments

Is it compatible with ZCP? You have a generic game_setup.script.

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BarryBogs Author
BarryBogs - - 383 comments

Im not sure whats generic about it, could you elaborate.
its heavily modified to make a lot of these features work but yes, the modified game_setup.script has automatic zcp detection, load this mod after.
ill add it to the description.

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Luckynoobik
Luckynoobik - - 73 comments

These are the lines ZCP adds to game_setup.script
-- ZCP
if smr_amain_mcm.get_config("smr_enabled") then
multi = smr_loot_mcm.get_config("random_items")
end

-- ZCP END
I don't understand anything in scripts, ZCP adds these lines, if I add these lines to your script, will everything be ok? ZCP uses this script, so you can adjust the number of scattered items from the menu. Or should I not worry, and let your mod be the main ZCP?

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Luckynoobik
Luckynoobik - - 73 comments

OK, thank you for your reply. I gave your mod a priority. And thanks for such a cool mod

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BarryBogs Author
BarryBogs - - 383 comments

no problem enjoy!
thanks for the zcp reminder, automatic zcp detection was added by utjan a while ago but i forgot to write it in the description

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S.e.m.i.t.o.n.e.
S.e.m.i.t.o.n.e. - - 104 comments

Top tier work! I checked your streams and i wonder if it's possible to contact and spam you with few questions about blender and exporting for anomaly since you obviously know what you're doing?

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BarryBogs Author
BarryBogs - - 383 comments

fersure, i answer anything i can when im streaming most nights.
can contact me on the anomaly discord as well
i have the same name there.

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tint08771
tint08771 - - 669 comments

new game ?

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OnlyaWanderer
OnlyaWanderer - - 168 comments

It's in the description how to install mid game. Read it

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BarryBogs Author
BarryBogs - - 383 comments

nope, please read the description

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BigotGaming
BigotGaming - - 65 comments

never liked the vanilla spawnpoints, thanks for this mod

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Morpheus17
Morpheus17 - - 70 comments

Thank you for your excellent mod but is it normal that my loading times are tripled ?

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BarryBogs Author
BarryBogs - - 383 comments

i dont see how this could triple your loading times, its only ran on new game start or when you reset with the mcm button

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Morpheus17
Morpheus17 - - 70 comments

Ok I solved my problem, it comes from one of my corrupt backups, but I only noticed it after installing your mod. Sorry for blaming your mod :)

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Jhvieira
Jhvieira - - 1 comments

compatible with 1.5.2??

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BarryBogs Author
BarryBogs - - 383 comments

yep,
i make mods for the current version of anomaly always.

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android_paperclip
android_paperclip - - 205 comments

amazing! all these great mods coming out make me feel like I should get off my *** and work on my own stuff lol, but seriously great job <3

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BarryBogs Author
BarryBogs - - 383 comments

dont ever feel pressured to get something out just cause you see other people putting out things. is always good to take your time.
this mod is something i 90% finished back in november but have just been very busy with other things so ive sat on it since then

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Grokitach
Grokitach - - 895 comments

BarryBogs . Based addon, very good job. If you miss some extra spots in certain maps, feel free to use mines: "https://github.com/Grokitach/Stalker_GAMMA/blob/dev2/G.A.M.M.A/modpack_addons/G.A.M.M.A. Dynamic Loot Balance/gamedata/configs/items/settings/dynamic_item_spawn.ltx".

Cheers.

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BarryBogs Author
BarryBogs - - 383 comments

thank you, ill consider it for future maps
right now all maps listed in mcm are 100% finished but theres other zones i havent started yet

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Grokitach
Grokitach - - 895 comments

Same here, I didn't make north maps just yet (Pripyat, Generators, Hospital and Outskirts). Will do potentially after 0.9 release :) ! Although this can dilute the loot in the south maps so I'm not sure yet how to handle it the best way (because when you are in Pripyat, you usually don't care anymore about textiles and other random loot)... For your expert toolkits it would make a lot of sense to have these spots though !

Will still most likely do the north maps and check later how to integrate it.

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B_Calhoun
B_Calhoun - - 12 comments

Hello Barry, great mod! Just one question though, I personally prefer my toolkits to be extremely rare. Is there a way I can change the sliders so I can set some things to 0 instead of 1?

Cheers!

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BarryBogs Author
BarryBogs - - 383 comments

i can look into setting the mcm minimums to 0 instead of 1

most maps tho have a lottt of potential spawns, truck cemetery for example has 814 potential spawn points (pretty much inside every single vehicle)
spawning 1/814 thing is extremely rare already imo but i can look into it if its what people want
enjoy!

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B_Calhoun
B_Calhoun - - 12 comments

You make a good point to be fair! The chances are pretty slim so I'm sure i can get used to the way it is now!
Thank you!

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SniperHellscream
SniperHellscream - - 981 comments

Hello friend, I am using DX9 and I think I have problems with the new Icons.
the pumpkin and radio icons appear broken or cut and others are simply absent

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BarryBogs Author
BarryBogs - - 383 comments

ill look into it ty for the report

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BarryBogs Author
BarryBogs - - 383 comments

i updated with a version that hopefully fixed the dx9 issue, please let me know if it helped

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Larrylangosta
Larrylangosta - - 364 comments

hello mr.barry, i have the same problem with the new icons, i use DX8 + maid's Vanilla HD Icons

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BarryBogs Author
BarryBogs - - 383 comments

ill check it out now, ty for report

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BarryBogs Author
BarryBogs - - 383 comments

i updated with a version that hopefully fixed the dx9 issue, please let me know if it helped

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Larrylangosta
Larrylangosta - - 364 comments

oh thanks i'll try that

update: Thank you very much Mr. Barry, the problem was solved <3, I have a question, could the use of some addon that modifies the textures affect the spawn of items on the map?

example: Moddb.com

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Guest
Guest - - 689,722 comments

Barry is a she

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BarryBogs Author
BarryBogs - - 383 comments

is fine, i dont bother correcting people and i dont expect others to for me

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BarryBogs Author
BarryBogs - - 383 comments

no that has no affect on the spawns, why do you ask?

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Larrylangosta
Larrylangosta - - 364 comments

my apologies, thanks for answering me

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TheDailyXPerience
TheDailyXPerience - - 202 comments

Looking forward to the zone feeling more interactive and adding a sense of discovery on top of it :)

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BarryBogs Author
BarryBogs - - 383 comments

hell yeah! let me know how it goes!

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Isthar
Isthar - - 286 comments

BarryPogs =^.^=

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Theisgood
Theisgood - - 564 comments

What is the weather and texture mod you are using in the screenshots?

They look so nice!

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JonySnowball
JonySnowball - - 53 comments

Thank you for such a revolutionary addon! I would love to play with it, but when I try to put it in my big build and start a new game, I get the following error:

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: d:/anomaly/bin/..\gamedata\scripts\game_setup.script:715: bad argument #1 to 'min' (number expected, got string)

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Utjan
Utjan - - 303 comments

That error is related to an MCM option not being read correctly. Try resetting the MCM settings for the mod to default

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JonySnowball
JonySnowball - - 53 comments

I didn't change the settings and tried resetting them, but that didn't help

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BarryBogs Author
BarryBogs - - 383 comments

do you have the most up to date MCM and DLTX?

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JonySnowball
JonySnowball - - 53 comments

Yes

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BarryBogs Author
BarryBogs - - 383 comments

make sure mcm & the world spawns reworked game_start script arent being overwritten by any other mod, there really isnt anything else that can cause this afaik

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JonySnowball
JonySnowball - - 53 comments

I use MO2 and there are no overwrites there, I also tried to turn off several addons that change the game world, but that didn't help either. Perhaps the full log will help, so here is a link to it:
Drive.google.com

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