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.
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.
New Changes
Currently most maps only have a few spawn points for tool-kits like basic-tools etc, encouraging people to hop between those few spots to look for things like basic tools. Cordon for example by default only has two potential spawn points for those kits. Both of them are in the same tent across the street from rookie-village.
This new rework aims to encourage a more organic style of looting by adding 100s of new unique spawns to each map for tool-kits and other valuable items making most places you come across worth investigating.
Currently most maps are overhauled with this new system adding a total of 4638 new hand placed spawns so far. All spawns are in places like cars, on boxes, around campfires, houses, building, industrial & junk areas.
Balancing the right amount of kit spawns is going to take a long time, feel free to experiment with values inside the MCM settings if you feel there is to many or too little spawning in a given zone.
If you notice a bad kit spawn, either bugged out, two in the same place, fallen through the map etc, picking it up will display its name in the console. example: "Found Kit Name: itm_bun_3"
Please comment bellow with the IDs of any bugged kits or feedback you may have
Maps that are not listed in the MCM settings are not finished & run on the old system.
You wont find kits inside of faction bases like rookie village, rostok, the military base in agroprom, jupiter station etc
The Tool-kits are separated into tiers. stuff like Expert-tools can not be found in places like the Cordon/Garbage/Agroprom/Darkvalley.
Guaranteed Kit Spawns
Tool-kits like basic, advanced-kits etc might take a little more effort to find with this system so guaranteed spawns have been added to two key areas for those who are really unlucky.
Guaranteed Basic-tools can be found inside the miracle machine
Guaranteed Advanced-tools can be found inside the brain scorcher
Just because there is guaranteed tools inside those locations does not mean you are guaranteed to find them without some effort tho. Miracle machine for example has 25 potential spawns for the basic-tools and brain-scorcher is about the same for the advanced. I expect 90% of people to have these items before getting to those points in the story anyway but its just for those who are really unlucky
Upgrade-kit Changes
Previously Upgrade-kits could only be found on dead bodies. This new system adds them to the loot pool of new items that can be found as loot at the new spawn locations & Upgrade-kits can now be disassembled into parts.
Script has automatic streamlined-upgrades detection, if you're using that mod, no patch needed.
New Items
There are two new items Ive modeled that can be found only in Truck Cemetery. The military radio & the radio amplification module. Both can be taken to Spore at the Clear Sky base and sold for a very large amount of rubles. (30,000+) or disassembled for lots of parts.
There are plans in the future to hint/explain this in-game but currently its not in this beta version.
I plan to add other unique items to other zones later. All of these are very very rare and not guaranteed to spawn.
MCM Settings
All zones are customizable individually via MCM. You can adjust the minimum & maximum for tool-kits and same with the other valuables. the game will spawn a random number of relevant items in between those two values.
After changing any of the sliders or after adding to your ongoing save, you must check the box at the top and click apply to run the script that resets the locations.
You will see a message in the chat in the bottom left when reset
Only areas listed in the MCM settings are finished
Plans For The Future
This is a beta test version.
Its missing a lot of things like some entire zones, a rus translation, more mcm customization, better in-game explanations and probably has some bugs.
Ill be fixing this up slowly overtime but its something that I had 90% finished months ago and have just been sitting on because i wanted it to be perfect before release.
Unfortunately im just really busy lately so i wanted to get this beta 90% complete version out to you guys now in its current state and work on it from here instead of keeping it private any longer until its finished.
Install Instructions
DLTX Required
Use Mo2
Compatible with ZCP, load this mod after
Works mid-save (see MCM section of description)
Please Read The Rest Of The Description Above
Example Pics of Potential Locations
Credits
Utjan - co-founded this mod and spent a very long time rewriting big chucks of the game_start.script and answering my stupid questions to make these new systems possible.
Thank you very much Utjan, without him none of it would be possible!
Demonized for tech-support & mcm help
Aoldri for tech-support & systems ideas
Haruka for tech-support & mcm help
Maid for tech & art support
Change Log
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
SVU Reanimation
New SVU Animations & Model. Features full SVU animation set including MagCheck animations & all new ADS (aiming down sight) animations for MagCheck & Reloading. Includes full Jammed animation set to visually see your gun jammed as you walk around.
link: Moddb.com
More Melee Features
Adds 4 New Melee Features Anomaly. Actual Durability Loss Per Hit, Usable Shovels, Hitstop-Slowmo & Melee Blocking. Please Read Description / Watch Explanation Video.
link: Moddb.com
Barry's Better Knives
Barry's Better Knives is a Knife Reanimation & Rebalance. All knives deal more damage by default & can break boxes in one swing but degrade faster requiring you to sharpen them more often.
link: Moddb.com
VSSK Reanimation
Full Reanimation For Both The VSSK & Ash12. VSSK includes New Model, New Sounds & Animations including 3 New Animation Types For Checking Magazines And Multiple Unjam Variants.
link: Moddb.com
Scopes-as-Binos
Allows you to put the scopes in your binocular slot and look through them as if they were binoculars, Fully Animated!
link: Moddb.com
Average
1082 votes submitted.
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)
Compatible with 1.5.1?
probably, no guarantees tho
Awesome!
Okay NOW I am getting back intoan anomaly playthrough :D
hell yeah! happy hunting <3
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.
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
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
thank you!
should work with gamma no issue
Is it compatible with ZCP? You have a generic game_setup.script.
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.
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?
OK, thank you for your reply. I gave your mod a priority. And thanks for such a cool mod
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
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?
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.
new game ?
It's in the description how to install mid game. Read it
nope, please read the description
never liked the vanilla spawnpoints, thanks for this mod
Thank you for your excellent mod but is it normal that my loading times are tripled ?
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
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 :)
compatible with 1.5.2??
yep,
i make mods for the current version of anomaly always.
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
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
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.
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
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.
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!
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!
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!
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
ill look into it ty for the report
i updated with a version that hopefully fixed the dx9 issue, please let me know if it helped
hello mr.barry, i have the same problem with the new icons, i use DX8 + maid's Vanilla HD Icons
ill check it out now, ty for report
i updated with a version that hopefully fixed the dx9 issue, please let me know if it helped
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
Barry is a she
is fine, i dont bother correcting people and i dont expect others to for me
no that has no affect on the spawns, why do you ask?
my apologies, thanks for answering me
Looking forward to the zone feeling more interactive and adding a sense of discovery on top of it :)
hell yeah! let me know how it goes!
BarryPogs =^.^=
What is the weather and texture mod you are using in the screenshots?
They look so nice!
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)
That error is related to an MCM option not being read correctly. Try resetting the MCM settings for the mod to default
I didn't change the settings and tried resetting them, but that didn't help
do you have the most up to date MCM and DLTX?
Yes
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
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