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

Adds extra transitions between levels, MCM compatinle

Preview
Extra Level Transitions (UPDATE 4)
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RomTerry
RomTerry - - 14 comments

This helps a lot with my UNISG playthrough,cheers

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dudildo
dudildo - - 16 comments

Any chance you could edit the location of the Entrance from Dead City, to Yantar.

The current one exits right in the middle of the Factory, hence your brain gets fried when you try to use it.

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Oni_Barix
Oni_Barix - - 97 comments

This! I get lore wise it makes sense for it to be there, but every merc seems to have a psy helm, but you when you start as a merc which can kill immersion.

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

there will be extra transtion point between dead city and yantar, unlike current darkscape one it even somewhat logical

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SniperHellscream
SniperHellscream - - 981 comments

It would be great a transition from Cordon to Dark Valley like in the old days

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TacoWithChela
TacoWithChela - - 306 comments

exactly is impossible to visit ecologits when you play with mercenary you had to go around to the other side of the map so you can get the psy helmet

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Ziggitty
Ziggitty - - 39 comments

JUST PAY LESHY AT ARMY WAREHOUSE

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TacoWithChela
TacoWithChela - - 306 comments

i rather spend 40 minutes going to the other side of the map than paying to an guider, real stalkers dont need guiders

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Is_Online
Is_Online - - 95 comments

Kinda necroing, but every time I paid him to guide me to yantar (as a Merc), he dumps me by that Chemical anomaly cluster north of the factory gate and gotten jumped by bloodsuckers.

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aaaayyyyyylmao
aaaayyyyyylmao - - 103 comments

Hey, man. I know this might be a stretch but hear me out. In Agroprogm, north of the hills there is a gate there and if you look at the map, it looks like there is a road that leads to the Rostok's west entrance. And also, the guide from clear sky base drops you off in the west entrance of Rostok. So I would assume you would pass through that gate in Agroprogm.

Now this is more of a stretch than the first one. Whenever I have a bounty on darkscape and the target moves from darkscape to cordon. They usually enter cordon from the railroad/tunnel at the east in cordon. Now looking at the map, it seems like it's the same railroad we see in cordon connecting to darkscape. So would it be possible to add a level transition in that area also?

I can't add screenshots right now since I'm on the phone. But I hope you'll look into it. I have more suggestions but I need to hop in my computer which is a couple of hours from now.

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

take your time

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aaaayyyyyylmao
aaaayyyyyylmao - - 103 comments

Sorry for the wait, here it is.

First one is Agroprom to Rosktok
Imgur.com
Travel to that area would be possible but arguments could be made.
By the way sorry for the saturated PDA images, forgot that sunlight was behind me.

Second one is Cordon east railroad to Darkscape railroad bridge. Imgur.com

Now for the second one is logically impossible to traverse, since both ends of the tunnel has caved in. But I'm basing this on how the bounty squads/hit targets can somehow travel to Darkscape and Cordon by using the tunnels.

So yeah, the second one is arguable. On one hand it could make Darkscape more accessible since the railroad bridge is almost at the center of Darkscape and backtracking would be less of an issue but an option. One the other hand, well, it just doesn't make any sense.

For my other suggestions, I might look into it more.

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

to be fair, the transition in the mod itself is also "logically impossible" to traverse, its just Jurkonov guy wanted to be like that ;)

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aaaayyyyyylmao
aaaayyyyyylmao - - 103 comments

You know what, the my other suggestions might work if we take logic out the window.

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Guest
Guest - - 689,206 comments

Just an idea, don´t know how gamebreaking this might be. There is actually a huge railway network across the whole zone. Cordon, Swamps, Dark Escape, Garbage, Agroprom, Wild Territory, Armywarehouse Jupiter and the CNNP are all more or less connected via rails. I usually use the rail tunnels or areas at the map borders with rails to set up fasttravel points via backpacks.I always thought this might be a nice idea for a mod, but of course this would make some transitions very easy.

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acejktheboss
acejktheboss - - 8 comments

I'm having an instant crash on starting.


* Detected CPU: AMD Ryzen 7 3700X 8-Core Processor [AuthenticAMD], F15/M1/S0, 3603.00 mhz, 31-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT
* CPU cores/threads: 8/16

Found commandline file!
Initializing File System...
using fs-ltx fsgame.ltx
File System Ready...
FS: 69672 files cached 66 archives, 13508Kb memory used.
Init FileSystem 0.752874 sec
'xrCore' build 8267, Sep 25 2021

-----loading d:/anomaly\gamedata\configs\system.ltx

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'lc_extra_level_transition_base'. Please attach [*.ini_log] file to your bug report

stack trace:

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

reinstall the mod

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massimogrecoab
massimogrecoab - - 515 comments

Wild territory it's super annoying to travel when you need to go many time to and from Yantar, so a transition from sud-east Yantar to north-ovest garbage would be perfect. Also, one from Hospital/Limansk to, respectively, inside Jupiter underground/just outside the factory would be very useful: red forest it's boring to go, if you have not much free space in your inventory (because you need to kill a ton's of enemies with top end loot, but you can't carry it) and going through Deserted Hospital-Chernobyl-Pripyat-jupiter Underground and then, only then Jupiter/Zaton it's super duper annoying. Yes, there are guides, but i wish that Deserted Hospital would be less a de facto dead end and Limansk would be more usefull

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alisen88
alisen88 - - 288 comments

All very interesting proposals, especially those of the abandoned hospital-Jupiter.

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massimogrecoab
massimogrecoab - - 515 comments

Thanks. I always feels unhappy, when i go to deserted hospital: no loot, 2-3 enemies not very interesting and you can only go to Chernobyl, but if you are doing the story mission, before you go to Chernobyl you must travel to Zaton-Jupiter-Outskirts, and, if you don't do Story, than it's not interesting to go to Chernobyl, maybe you want to first go to prypiat to resupply.
Thisi it's a shame, because, with a guillie suit and a sniper rifle, Limansk it's a great place to go, for high end loot, but then you are forced to go to red forest or turn back.

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Hetman64
Hetman64 - - 121 comments

But there kinda is already such a shortcut that bypasses the entire Wild Territiory by going there from Garbage, just need to walk those 150m along the road in the south of WT and you're in Yantar.

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massimogrecoab
massimogrecoab - - 515 comments

Wait, WT? I didn't know that you can go from/to Yantar to/from Garbage! :O

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rayshokecz
rayshokecz - - 63 comments

And you can make it so that there is a transition point at the southern gate itself. and when you approach them, an inscription appears: Do you want to leave the zone? and when you leave, the credits turn on.

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alisen88
alisen88 - - 288 comments

I installed this mod last in order of loading, when I start the game it does not go past the launcher, instant shutdown.

* Detected CPU: Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz [GenuineIntel], F6/M14/S10, 3193.00 mhz, 28-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT
* CPU cores/threads: 6/12

Found commandline file!
Initializing File System...
using fs-ltx fsgame.ltx
File System Ready...
FS: 64320 files cached 160 archives, 13722Kb memory used.
Init FileSystem 1.032855 sec
'xrCore' build 8267, Sep 25 2021

-----loading c:/s.t.a.l.k.e.r. - anomaly winter\gamedata\configs\system.ltx

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'lc_extra_level_transition_base'. Please attach [*.ini_log] file to your bug report

stack trace:

I see it is the same error as above, I have reinstalled the mod and cleared the cache, the error persists.

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

alright, i reproduced it, will fix

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Guest
Guest - - 689,206 comments

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Leakey_Likk
Leakey_Likk - - 15 comments

There is one interesting place on Cordon. This is a transition to Garbage, and it is located not far from the farm. The problem is that this place is not accessible by this very transition marker. It lies behind him. Among these most beautiful landscapes there is a sewer, just the same, and it should be a transition to a landfill. For in the dump itself we find ourselves in this very pipe

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Guest
Guest - - 689,206 comments

Do npc's recognize new routes?

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

I don't think so

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PossuM
PossuM - - 322 comments

One of the worst transitions is truck cem -> army warehouses, truck cem has 3 spots but they all lead to the same one on warehouses, the "duty hut" with the burner anomaly in one of the houses. Featuring: A mutant spawn AND campfire to your left, so anyone there will immediately aggro on you, and a campfire/base right in front of you, so everyone there will immediately aggro on you. As a bonus barely any cover and constant ear-rape from that hellish anomaly.

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nb79
nb79 - - 329 comments

I would move the transition from bar to garbage closer to the dogs area there in the checkpoint you have to walk too much for my taste to go to garbage from bar and back.

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

for that one you can use this mod by GhenTuong, its compatible with my mod Moddb.com

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Guest
Guest - - 689,206 comments

Very nice work, but is it possible to hide new routes at the start and discover them with dead npcs pda notifications?

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volfee88
volfee88 - - 12 comments

Doesn't this mod work accidentally on the same principle as Spatial Anomalies? ;)

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Inamu
Inamu - - 34 comments

Great mod! I want to suggest some transitions that I think will improve our stalker adventuring experience.
The first one is a transition from Radar to Outskirts:
Imgur.com
Make it so that there is an additional entrance to Outskirts that we can use instead of passing through Pripyat, passing through a tunnel, or hiring a guide. It is inside a location affected by psy- emission and guarded by a monolith outpost, but that can do than passing through Pripyat itself and having to fight a fuckton of mutants and rock lovers that you have wasted your bullets doing so.

The second one is a new transition marker location for Truck Cemetery to ArmyWarehouse:
Imgur.com
Just like how PossuM said, All three markers from the truck cemetery lead to one marker in the army warehouse, and that location is straight-up just worse. I propose a new location North East of Freedom base by that anomalous hut.

Finally, this probably is a stretch. A transition marker from Jupiter to Northern Limansk
Imgur.com
This is so we can finally traverse Northern Limansk cause the only reason I would have to go there is when a story mission tells me to. I also think killing some Rock Lovers in an urban environment is fun and better than crying in the middle of the red forest as I try to find one Monolicker shooting at me or preparing myself for an encounter with chimeras or some ****.

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

alright. i wasn't planning changing original transitions, only adding new ones, so that might be a bit later. for other stuff looks neat

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NuclearMessiah12
NuclearMessiah12 - - 39 comments

Radar to Outskirts is a great idea but I think it will be better if it transits to Jupiter Underground (somewhere nearby great sphere hall). It will be harder but more immersive.

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alisen88
alisen88 - - 288 comments

Where is located the new exit in Yantar to "The Dead City", with this mod "EXTRA LEVEL TRANSITIONS" I have never had access to all that area of the map of Anomaly, in any of my games, and are almost 2 years of Anomaly, which may be what interferes in that area of the map, appears an invisible wall that I can not cross, anyone know of this problem.

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

i dont understand what you meant, i just came there freely without any problems

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Wyrhta
Wyrhta - - 46 comments

Thanks a lot TheMrDemonized. You made a merc happy. ;)

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NuclearMessiah12
NuclearMessiah12 - - 39 comments

New game required?

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

no its not required

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NuclearMessiah12
NuclearMessiah12 - - 39 comments

Do you plan to add new tranistions? There is a mod Moddb.com which adds more of them (some are less logical than others but ok) but require a new game which is dealbreaker for some of us.

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

i will at some time, i'm not very motivated to do any modding rn, but eventually some of suggestions will be realized

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ZeD_MnizD
ZeD_MnizD - - 269 comments

hello, near the transition between the Dark Hollow and Cordon locations, there is a cache. When I try to get close to the cache, I get into the transition and transfers me to another location. Could you add confirmation for the transition, or push back this transition a bit?

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AyeBlin
AyeBlin - - 364 comments

Transition from Dead City to Yantar make my character face the wrong way and it triggered me....

9/10 Please fix the mod and I'll give tis mod 10/10 :)

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HellblaueHoelle
HellblaueHoelle - - 294 comments

I have a couple of suggestions for this mod:

-A path between Wild Territory and Dead City so the Mercs being there makes more sense

-The tunnel behind the X18 building in the Dark Valley actually goes somewhere (where it goes I don't care, I just want to be able to use it)

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Senaattori89
Senaattori89 - - 207 comments

I second this:

-A path between Wild Territory and Dead City so the Mercs being there makes more sense

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Guest
Guest - - 689,206 comments

This comment is currently awaiting admin approval, join now to view.

Dionisiy9x39-
Dionisiy9x39- - - 150 comments

I really ask you to make a patch with the transfer of the transition to the landfill from the Cordon north into the pipe because in the landfill to go to the cordon you have to go into the pipe and the exit to the cordon is for some reason much further south blocking the whole valley in the northwest of the cordon location, I jumped there through the grid from the place where the standard transition is and even I found loot caches there

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