The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
!!!!! REUPLOAD !!!!! Introduces nighttime attacks by nocturnal mutants. -- After sunset, these mutants leave their lairs and start roaming around the map, hunting, and inevitably get attracted to and attack human settlements, bases, passersby on roads, near tunnels, etc. -- This is 'likely' to happen each night, as long as it is dark outside. -- The danger lasts the whole night, manifesting in up to two waves of nocturnal mutants in the current map. --- The name should indicate that it functions on a similar concept like the "Dynamic Objects" addon, and that it doesn't modify the spawn system in Anomaly.
!!!!! THIS IS A REUPLOAD OF A MISSING ADDON !!!!!
During the whole night, it is very likely that around a hundred nocturnal mutants will roam the area.
They will also be attracted to and attack bases, settlements, ambush passersby on roads, near tunnels...
They will retreat with the first light, and the area will become safer again.
- And are likely to come again the following night. - So better plan out and maximize your activities during the day.
Well-fortified and defended bases like Rostok will show their strengths, while outdoors checkpoints and poorly-protected places like the Rookie Village will be severely more dangerous to be in.
You'll want to be very high up or behind some thick walls while the night lasts. -- Nowhere else is safe.
- And even more so, after a week or two, when the chimeras start roaming around.
Whatever you do, do NOT be caught roaming outdoors after sunset.
- At the very least, huddle up somewhere, and wait for the dawn. For them to go away.
"Creatures of the night": - Chimera, Lurker, Bloodsucker, Zombies, Fracture, Tushkanos, Rats.
( - First three are nighttime predators, -- Zomb/Frac are for "creepy nights". )
Expect: - swarms of rodents, up to: 2-3 bloodsuckers, 2 lurkers, chimera(+lurker/s), 2-5 zombies, fractures...
(- Snorks, Burers, Controllers, Geists, Karlik, Giant, dogs, cats - are not included in this addon. Let them sleep.)
The PRESENCE of the NOCT_MUTANTS can be set at any time through the slider in SETTINGS - ZONE - GENERAL.
- From 0 to 100 (%). - At 0, this addon is effectively disabled.
-- This should accommodate all preferences.
With the slider at 100, expect very dangerous nights.
IMPORTANT NOTE:
- for those looking for the 'extreme', this addon can easily go beyond and provide thousands of mutants. There's no limit, actually.
( It can also be removed at any moment, without issues. Although, that is superflouos now. )
NOTE: 'Teleport Anomalies', 'Dynamic Mutants', 'Dynamic NOCTURNAL Mutants', 'Dynamic Objects' - are all compatible with each other.
- You can safely overwrite any shared files.
NOTE: In the first week or two, Chimeras won't be a part of the attacks. After that...
( NOCTURNAL_MUTANTS can only show up in 25m-750m radius around the Player. )
- 1462 carefully selected ("custom") positions for Nocturnal mutants to show up on, on all 24 aboveground maps.
I spent a great deal of additional effort to optimize the performance on all these maps.
Enjoy it fully. -- I can recommend this addon wholeheartedly.
I had many, many unforgettable experiences during the development and testing of this addon.
(- Am fond of horror experiences, excitement, adrenaline rush... This provided far more than I even hoped for.)
Going as a regular stalker is bound to provide even more impactful days and nights.
The Zone will never be the same again. -- I am certain that I've created an 'absolute must have' gem here. No doubt.
- added OPTIONAL - "patch for SOUNDSCAPE OVERHAUL 3.0".
- there is a version for the 'Bloodsuckers CAMOUFLAGE Predator' OPTIONAL also )
NOTE: the same patch is available in and applicable to 'Dynamic Mutants, Dynamic NOCTURNAL Mutants'.
- added the "Black Chimera" among those chimeras that will show up at night, (only after the first week or two)
-- and 'nerfed' it a bit
(More technical data, for those who want/need it:
-- "chimera_strong4", -- fire_wound_immunity = 0.3, (default was 0.2; regular chimera has it at 0.5)
-- this is the amount of damage it takes from bullets)
- added an OPTIONAL, the changes for the BLOODSUCKERS from the addon "BLOODSUCKERS CAMOUFLAGE PREDATORS".
-- including its own OPTIONAL - 'Silent Bloodsucker'
(- you can read more here: -- Moddb.com -- )
NOTE that the whole addon can be installed in Anomaly 1.5.1, if needed.)
- made it so that the 'Presence' slider setting also determines the radius around the Player that the NOCT mutants can show up in.
-- at 55+: it goes up to 750m
-- at 35-50: up to 600m
-- at 20-30 : up to 350m
-- at 5-15: up to 250m
- this should result in a more appropriate experience, preference/performance -wise.
I'd say that every PC out there can run it at 10-15. -- And good systems can easily handle settings at 60-70 and more.
-----------------
Leaving the Zone now, probably for the next 6-8 months or more. --- So,
This is an idea that would be really good, but it opens its own 'can of worms' and potential for cheezy methods, etc:
-- at a setting of 80+%, (highly dangerous at night), often times a NPC from a rivaling faction was shooting at me, even though we were both surrounded by many lurkers and bloodsuckers.
-- it is understandable that he hates me, but is not understandable that he is overly stupid and not more survival-oriented
-- should point that weapon toward the monsters, so that we both get to see another day
This would also showcase another aspect of life in the Zone: - stalker's priorities in life, human-like behavior.
Maybe some of you can do something about this, like a complementary addon to this one, that changes the faction relations temporarily, during the nights. (21h-5h)
-- With many smaller but related concerns to this - also addressed.
The ultimate endgoal is a more immersive human behavior in this case, of course.
- "go and help defend 'this position' until midnight / past midnight / whole night"...
- "they took heavy casualties last night at 'this place', they need reinforcements"
- "gather teeth/meat/hides this night"
- "take this person somewhere and keep them safe during the night"
( -- so, you can think of a place nearby that is best for them to be in, and for you to defend it)
Example: you ask Lukash for a task, at 22h, -> "Go 'here' at once, they've asked for reinforcements", (you might get some ammo beforehand),
(- a penalty if you refuse to help, ofc.)
This is an opportunity to gain more than roubles/stuff, but: friends and 'points' at a specific faction you've helped.
- Also, these actions can be a prerequisite for some potential special missions/tasks, etc.
REMEMBER:
- NOCT mutants WILL come and will be present during the whole night
- when a bigger 'wave' of them is spotted, some PDA messages will report that
- the NOCT mutants presence/numbers can be set with the slider setting
- after a week/two, chimeras will be seen in the nights also, even the Black one
( Slider seting:
- <20 for a 'picnic' experience;
- 30-50 for a stalker experience;
- 60+, for a brutal, "the real Zone" experience)
This potential can be utilized in many other directions, also.
I have no doubts that many of you can think of and implement great things with this.
---------------------------------------------------------
- improved RUS translation of the 84 PDA messages, courtesy of CapitN_KANG
- resolved the issue of NOCT_mutants not showing up in Army Warehouses
- increased the probability for Chimera's appearance, after the first week/two has passed, (still much lower than as for the other noct mutants)
- made the noct_mutants presence CERTAIN, with elevated danger throughout the whole night, each night.
-- With frequent, smaller mutant 'skirmishes'. (at each 11-32 minutes, with 85(+-10)% prob.), - Consisting of a 'fraction' (1/3rd) of the 'Presence' slider setting.
-- all night long, 21h-5h.
-- independently from the above, the two big 'waves' of mutants are still likely (65 +-10%) to happen.
In short, the nights will certainly have elevated danger of encountering nocturnal mutants, thr. the whole night.
Continuous noct_mutants presence.
This will remain so even when traveling to other maps, or taking short naps.
Danger/encounters are certain. From sundown till sunrise.
- the default slider setting of 60(%) will result in an immersive Zone, as one would expect it to be:
-- ruthless, very dangerous nights.
"The night belongs to the mutants", in short.
Set the slider at lower or higher value, depending on preferences.
- the LIMIT of noct_mutants numbers during one night is set at "Slider setting * 5". (Default: 60*5 = 300)
-- thus, this can go as high as 500, (100*5)
-- or as low as 5*5 = 25.
- made the Lurkers tougher. - A bit closer to a chimera. Not too close.
(-- They are laughably fragile otherwise. More annoying than dangerous. - That ends now.)
Point of reference:
- it takes 11-12x AK104 rounds to kill a Lurker now, - 15-16x for a chimera.
- changed contrast/saturation on their textures.
-- as a result, their appearance and their toughness will be more impactful.
- resolved the issue of Tushkanos some times not attacking the Player.
-- contrary to what one would expect, their vision was severely nerfed in low-light conditions.
-- now, they can see very well in darkness
It is even more recommended to stay indoors after sunset.
Also, reminder: - after a week or two, the chimeras will start to show up.
Safest places to be: - Rostok base, Freedom base in AW, somewhere very high up.
I could recommend Slider setting at around 70-80(%) even.
- updated the in-game SETTINGS translation text, to keep it compatible with DynMutants v1.1 -- ('ui_options.script' remains unchanged)
- 'NOCT Mutants' (eng suffix) on messages. - It is enough to distinguish them.
- this should resolve the "376: attempt to index local 'sender' (a nil value)" issue.
( -- don't have Anomaly, but these few days I am still monitoring the comment section for issues.)
That error could have occurred when the script can't find a NPC to post message from. (- Example: some underground maps).
- Now, in those few instances, it won't post anything.
- resolved the issue of noct_mutants not showing up on localizations other than ENG
- added messages (84)(four types) that will be posted by stalkers on the PDA network, all related to the nocturnal mutants. -- in ENG and RUS language.
-- within the hour before sunset
-- when nocturnal mutants are spotted, (within the first 1-6 minutes)
-- within 12-44 minutes after
-- other related messages, throughout the night
I' write suitable messages when I get the inspiration for something good.
- At the same time, it is undeniable that 50-100 stalkers out there could write many more messages, all resulting in a much more varied style/tone.
( 300+ available messages in the roster would be best. )
For anyone who wants to contribute by writing additional messages, the files are in \gamedata\configs\text\, eng and rus, "___dynamic_nocturnal_mutants_msg.xml"
Add other languages also.
Guidelines for messages: - appropriate for the four situations, with slavic undertones, good/great ones.
Read this post on Anomaly discord:
Discord.com
Anyone skilled enough can write/create other translations, and you can share them among yourselves.
- Someone can even improve upon the RUS grammar/translation file and share it with others.
----------------
I will be away from Stalker for a while. Months. -- Enjoy all the addons.
- I've put a lot of effort in them. -- And it's all worth it in the end.
It is all for the Stalker community.
================================================
- resolved the garbled rus text
- made the addon more 'resilient'.
(-- if the 'ui_options.script' gets overwritten or is missing, (as in U4H8), it will simply load the default relevant values)
Average
8.630 votes submitted.
This need DLTX.
Isn't there a dltx version already?
For Nocturnal? I don't know.
Hope someone will do it, still there's no dltx for vanilla dynamic addons
There is actually Nocturnal Mutants integrated within the Dynamic Mutants DLTX version right now.
by the way, can DLTX be somehow used effectively if you're not using a mod manager but install mods manually?
if you ask this, you simply dont understand how dltx works
Yeah shure dltx works independent of MO
You are correct: the fact I don't understand how DLTX works is precisely, exactly the reason I asked bud :-)
Thanks for answering.
The reason I don't understand how DLTX can work without a mod manager is that as far as I can tell DLTX itself replaces the anomaly executables but the specific mod files where actual mod changes are, are still overwriting older files, hence... yes - I'm still not sure how DLTX works without a mod manager and I did read the DLTX description. What did I miss?
okay. i make small mod - you can look for it in my profile
It have 2 versions - one for DLTX
And other for NON DLTX
Mod changes effects for beer
non dltx have inside
gamedata\configs\items\items\items_drink.ltx file
Open it and look, NON DLTX requires us to copy nonchanged data(vodka/water/tea/etc) with changed data (beer)
So it will overwrite things from other mods what may change how water works.
Now open DLTXed version mod_system_beerisBeer.ltx(yeah it have other name and its placed in other folder, but change same thing)
1) no items_drink.ltx so we dont have overwrite problems by file
2) open it, its too much smaller compared to original mod file. Doesnt have unused and unchaged data - only 1 row (or 2? i forgot) with changed thing!
they change different files in different ways
Nondltx overwrite original files entirely
DLTX changes only some rows inside, in they own files
DLTX touces only LTX mechanics, so meshes/textures/scripts/text translations - will still conflict with/or withoud mod managers
And i loss all my skills in english in last years, sorry for this mess
Al fin!!!! Podre probar este addon!!!👍😃
I like the idea, but mutants like the Chimera and Bloodsuckers also appear in the southern areas like the Cordon? Because from what I understand, the Chimeras usually hunt in the northern areas of The Zone and the Bloodsuckers don't usually appear in the southern areas except on rare occasions and the swamp creature in Great Swamps, I think that contrasts a bit with what certain characters say and the PDA guide.
An idea that seems good to me is to include Psysuckers (They are nocturnal predators according to Butcher), Burers (They are also nocturnal since they don't like sunlight) and maybe Snorks and dogs because they usually go in groups and that at night could be very Dangerous too, adding some more variety to spawns and making nights even more interesting.
great addon adds a lot of difficult and immersion, even if you have exo is dangerous to go out in the night and i really like that
burers tend to like underground areas more from a lore perspective especially agroprom underground and labs but the psysuckers i think they could be a bit overpowered in the night especially because you can't see them so you don't have a chance to live agaisn't them especially if you only have a flashlight or a headlamp
This is breaking the game a little, no? It seems like you can't sleep anywhere now during nights, nor in standard spots like beds various outposts, nor in high up spots with a sleeping bag.
Fuuun. Thanks.
Hi, thanks for the re-uploading this. I wanted to ask if there's a way to remove the "noct mutants" part in the messages when the npcs talk.
Why was it removed?
Anyone using it with EFP3?
this does not work with dynamic mutants anymore. please update them to be compatible.
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Is there any method to make the musician NPCs to STFU after 20:00?
It's a bit annoying. Messeges pop up to "Be quiet, monsters are coming" and an idiot starts to play on harmonica.
Oh yeah and how can I replace the rats with psysuckers?
Fkin great mod by the way! 10/10
compatible with efp 3.0 modpack?? what else mod requirements, since it was not listed...
For some reason when using this mod after skinning a couple of mutants the game just hardlocks me I can't use the console or anything.
The game continues to run but I can't use any items no menus work all I can do is task manager and quit the game.
I have food and drug animations installed does this conflict with the new mutants added in this mod?
Also I disabled the new mutants and there is still new mutants spawning.
I also have the mod extra Alife installed with the dynamics mutant patch.
I had no issues with skinning before adding this mod. :/
I only have this dynamic mutants mod installed. Not "dynamic mutants"
! [SCRIPT ERROR]: ...medata\scripts\___spawn_dynamic_nocturnal_mutants.script:1015: attempt to compare number with nil
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...medata\scripts\___spawn_dynamic_nocturnal_mutants.script:1015: attempt to compare number with nil
stack trace:
I get this error was wondering how i could fix it or if anyone else gets thsi one to
I will be installing this for my next stalker session for sure. By the way, would it be easy to add snorks to the "creepy nights" aspect of the mod? I find them terrifying and would love to have some of them spawn at night too
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Just disable the "spawn additional monsters" in MSM menu and the problems of crash will disappear ^))
By the way, the mod works on 1.5.2. Tested
This is the patch I created to make it compatible with Dynamic Mutants.
It's just a small patchwork on 4 files: m_dog, m_cat, m_chimera, m_tushkano
Load order
- Dynamic Mutants
- Dynamic Mutants patch for Soundscape Overhaul (if you use it)
- Dynamic Nocturnal Mutants
- Dynamic Nocturnal Mutants patch for Soundscape Overhaul (if you use it)
- This small patch
Mediafire.com
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Any way to make it work with Warfare mode?
Also anyone know how to make it so that only zombies spawn? We just killed like 20 bloodsuckers on the Farm in Cordon lol....