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.

Description

!!!!! REUPLOAD !!!!! CONTAINS "STALKERS in MEADOWS,DARKSCAPE" also. --- This is primarily intended to be used alongside the "Dynamic NOCTURNAL Mutants" addon, but, it can be used independently, on its own. So, I designed and released it as such. -- It adds "Loner" guards at some very poorly defended but very valuable locations. They will arrive around 19h-20h, in preparation for the upcoming night with monsters, and will leave in the morning, once the danger has passed. --- Also, this 'reinforcement' in some key locations was (very noticeably) missing for a long time.

Preview
DYNAMIC STALKERS GUARDS V1.2
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masterboli
masterboli - - 65 comments

Предупреждаю, аддон вызывает лаги связанные со спавном отрядов.

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reter Author
reter - - 615 comments

Yea, definitely, all the dynamic addons should be picked only if you have a powerful pc

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masterboli
masterboli - - 65 comments

Да тут даже не в компьютере дело, а в том когда они появляются идет микролаг.

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R0ADKILL
R0ADKILL - - 1,175 comments

Good idea, I always felt CoC/Anomaly camps were desolate and had no guards like in SoC or Cs.
Nice.

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AVEismaschine
AVEismaschine - - 264 comments

Id say this is a great idea but a few places are a bit overkill. Forester doesnt need protection because he just locks his door. And having loners outside will just be food for the Monolithians and such who camp out near the gate leading to the forest.

Likewise I don't think the Flea Market needs them either, as unless ive killed them at some point it's almost always fully stocked with Loners. In my few bandit runs i piddled with it was rather difficult to clear them all out due to a lack of decent cover. The guys from the Rostok Checkpoint will attack you as well, so you're just getting hit from a 180 degree angle essentially.

Otherwise id say thats a good move! The Cordon areas always need defending, ive seen the Military chasing a flesh or boar all the way to the Rookie Village, then damn near wipe it out more times than I care to remember. Anywho, keep up the great work!

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reter Author
reter - - 615 comments

in the script you can set false to red forest and maybe fornthe garbage too, i will check tomorrow

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AVEismaschine
AVEismaschine - - 264 comments

No worries! At least we have the option eh? Though if you ever make a version for the MCM folks that would be easier id imagine!

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moisesjns
moisesjns - - 201 comments

Thanks for converting these oldie but good mods to DLTX! will have to eventually install this and nocturnal ( but will have to find which files to remove first to not crash)

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nihilismo
nihilismo - - 10 comments

is there any way to restrict the patrol area of the veteran night guards in the rookie village? i've noticed they're picking a lot of fights with the military checkpoint and i'm unsure on how to stop it from happening

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ddizzy84
ddizzy84 - - 13 comments

not sure if this has been asked before but it is possible to change the faction of guards that spawn?

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lsandoval0000
lsandoval0000 - - 104 comments

yes, open the scripts files and search for ___STALKERS_GUARDS_LIST___, you must get the name from the debug menu in game, and just change that list with your list.

Try to keep the same number in that list, cause later the size is used to get the squads, or you just can search and replace that.

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Guest
Guest - - 690,659 comments

Is it compatible with EFP 3.0?

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lsandoval0000
lsandoval0000 - - 104 comments

Yes, I am using it rn

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Guest
Guest - - 690,659 comments

hi, possible bug.
I'm playing as a loner with almost no mods other than dynamic stalkers and dynamic night mutants. All the guards in the rookie village just turned on me even though I had a decent standing with them and didn't even have my gun raised. thought I should give a heads up.

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