Simulates travel time between level transitions in Anomaly 1.5.1.
This neat little addon simulates travel time between level transitions within a pre-defined range. By default it is 1-2 in-game hours, although certain transitions are adjusted depending on the distance between levels on the world map. For example, travel to and from underground labs usually takes only a couple of minutes. On the other hand, travelling all the way from the Deserted Hospital to the CNPP takes 3+ hours.
This helps simulate actual travel across the Zone, as transitions between distant levels are no longer instantaneous. Just one more thing to increase immersion.
av661194 for the original CoC addon, I merely ported it to Anomaly 1.5 and adjusted the values.
Should work with Anomaly 1.5.1.
This is a freakin awesome idea!
Nice! I liked to use dat addon on CoC.
OUTSTANDING MOVE
This is how it should be, you are my savior!
P.S. To the lazy traveler, it doesn't change the time when using Guides across multiple zones ;)
Would be neat if it was added to those as well! :)
for immersion sake, guess they do know some short cuts :)
Great mod, makes the day/night cycle, thirst/hunger/sleep, psy-storms have more impact in the game.
is it compatiable with update 2?
Yup.
Made an update with several duration times adjusted by me based on the world map, or good ol' common sense.
can we get this for guides? should be like half the time or something
So, I love this mod. but it has problems. if I have *any*radiation on me or bleeding or whatever, I just die. That's super un-immersive, bad game design. especially since you could have dealt with it along the way and there are some level transitions that ARE radioactive. so unless you have radioprotectant it's basically impossible to pass.
This addon only changes in-game time based on level transitions, don't expect it to take care of your status ailments for free. All you need to is to wear a gas mask and treat your wounds before you travel to another level.
I was wearing an exoskeleton and had no wounds.
this is my phone, sorry
I've been using this addon myself for a while now and never experienced such issues, even with considerably worse gear. ¯\_(ツ)_/¯
I'd reccomend transitioning radar--> red forest
This will probably the final update, at least for a while:
- Decreased the duration of all level transitions to be more in-line with actual travel times.
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I get a crash to desktop when changing level with the new Update 3. Hoping for a fix for this great Addon!
Done.
Thank you!
I don't know whether it's because of this addon or not, I'm guessing it is because this is the only travel based mod I have, but when I try and go to Darkscape from Cordon it fades to black after I click yes but then just stays black. After a certain amount of time or if i move it will cut back to the game and I am still in Cordon but can move past the level transition point. I have tried running back and going through again, and have tried reloading a save. Again, I'm not entirely sure it is this addon but it would make the most sense. Thanks.
Quick Edit: I have tried going into the debug menu and teleporting myself to Darkscape but it has the same effect
Another Edit: It might be another mod or just my game, went through the files and deleted this addon and it still happens. Ill check if it happens at other travel points or not.
Smaller Edit: Also happens with Dark Valley, gonna start a new game and see what happens when I play as bandit and start in Dark Valley
Problem (Possibly) Fixed: I started a new game as Bandit and it started me in Dark Valley as normal, could travel to Darkscape normally too. Going to take a guess and say it's an issue with my save game, sadly I'll have to start a new one. Unless I edit this then the problem is Solved.
Edit: Nevermind still get the crash without mod installed so will invesitgate. Sorry.
This is a great addon, and its functionality should be brought into the main game as an option.
great mod, seems to still work with update 4!
I am having items bought from random stalkers dissapear during level transitions. I think your mod is the only one I have that affects these transitions, could you look into this?
Hey, SarisKhan, thanks for the nice addon! Helps with immersion a lot!
Greetings.
This addon is still 10/10 for me, but it's important to give a heads-up about a little bug.
If you're bleeding or irradiated, by default, Anomaly won't let you fast-travel, since if you do, you're gonna die, considering the bleed and poison damage will continue being applied all the time it will take to reach your destination. The game forces you to cure yourself before using fast travel, since as little as 10 minutes off-game fast-traveling will kill you.
But the game doesn't prevent the player from traveling bleeding or irradiated if you travel by the arrow-shaped markers on the edge of maps. Now, if you travel by these markers, again by game default, time won't pass. Since this addon serves to puts time exactly between the travels using theses for the sake of immersion, if you're bleeding or irradiated, and the game doesn't remind you about that, your character is going to die.
This is exceptionally important for ironman players. Had to learn this the hard way, lol.
Tx for updte!
Does It work with RC19?
Работает на RC22. Вылетов не замечено на данный момент. Working on the RC22. No departures seen at the moment
Essential imo.
This addon must be an essential, implemented on official release. BTW an option to configure travel "speed" would be great. I tweaked -sr_teleport_sections.ltx- to halve the travel times, but some of them still takes about 3 hours from point to point.
Amazing work.
Omg, thank you for making this
This is something wrong with the base ui_sr_teleport script that cause a crash when try to move into some zones havent found path for yet
Your script from this mod however works perfectly and solved the crash for me.
So now I get more immersive area travel times AND less crashing? good stuff, good mod :)
works 1.5.2??
Go to gamedata/configs/sr_teleport_sections.ltx, go to line 164 and change it from:
reject_path = agr_level_changer_to_garbage_2_reject_way
to:
reject_path = agr_level_changer_to_garbage_1_reject_way
I have an idea for an adjustment, and maybe it's already in, but the path through deserted hospital... It would make some sense to not use the distances from the actual warp points, but pretend the deserted hospital is flipped. It's just a distance from the start point, so it doesn't really matter what direction it is. You could pretend it was taking the shorter routes, and the overall and partial and return trip lengths would add up, but it would be shorter time traveling.