Adds extra transitions between levels, MCM compatinle
Transitions added:
- Extra transition from Cordon to Darkscape and vice versa, Cordon point is located to the south of south military outpost, while Darkscape one is in the crushed tunnel in the eastern side of location
- Transition from Yantar to Dead City, avoiding psy barrier
- Transition from Limansk to Jupiter and vice versa
The mod comes with MCM options to Advance time when using new transitions and to delete them.
In case you didn't like it and wish to remove this mod from the playthrough, you need to do this.
- Open MCM, choose Level Transitions, then click Delete Level Transitions checkbox
- Apply the changes
- Save the game and close it
- Remove the mod from Mod Organizer
- Start the game and load the save
- You should be fine now
CHANGELOG:
UPDATE 4:
- Restored bigger radius for transitions to trigger, so you wont miss them
- Possibility to set custom trigger radius in configs
UPDATE 3:
- Fixed wrong direction on Dead City <-> Yantar transition
- Additions by Aoldri
- Adds confirmation popup
- Add fade-to-black for in-level transitions
- Add snd field to play sound on teleport
- Add precondition field to allow/block transition
- Add on_teleport field to execute functions on teleport
UPDATE 2:
- Added Limansk <-> Jupiter transition
UPDATE 1:
- Fixed crash on game start
- Added transition from Dead City to Yantar avoiding psy barrier of X-16
CREDITS:
- GhenTuong - the mod was based on his mod that added extra level point from Garbage to Bar, i revised for ease of further development (Moddb.com)
- Jurkonov - Support and defining exact location of transition
This helps a lot with my UNISG playthrough,cheers
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.
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.
there will be extra transtion point between dead city and yantar, unlike current darkscape one it even somewhat logical
It would be great a transition from Cordon to Dark Valley like in the old days
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
JUST PAY LESHY AT ARMY WAREHOUSE
i rather spend 40 minutes going to the other side of the map than paying to an guider, real stalkers dont need guiders
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.
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.
take your time
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.
to be fair, the transition in the mod itself is also "logically impossible" to traverse, its just Jurkonov guy wanted to be like that ;)
You know what, the my other suggestions might work if we take logic out the window.
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.
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:
reinstall the mod
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
All very interesting proposals, especially those of the abandoned hospital-Jupiter.
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.
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.
Wait, WT? I didn't know that you can go from/to Yantar to/from Garbage! :O
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.
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.
alright, i reproduced it, will fix
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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
Do npc's recognize new routes?
I don't think so
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.
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.
for that one you can use this mod by GhenTuong, its compatible with my mod Moddb.com
Very nice work, but is it possible to hide new routes at the start and discover them with dead npcs pda notifications?
Doesn't this mod work accidentally on the same principle as Spatial Anomalies? ;)
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 ****.
alright. i wasn't planning changing original transitions, only adding new ones, so that might be a bit later. for other stuff looks neat
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.
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.
i dont understand what you meant, i just came there freely without any problems
Thanks a lot TheMrDemonized. You made a merc happy. ;)
New game required?
no its not required
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.
i will at some time, i'm not very motivated to do any modding rn, but eventually some of suggestions will be realized
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?
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 :)
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)
I second this:
-A path between Wild Territory and Dead City so the Mercs being there makes more sense
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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