A re-upload of an addon that i was exploring the files for. Noticed a few issues so cleaned it up and re-released.
One time i downloaded "The Living Zone"
I was looking at addons and poking around their code, and came across this. It had so much stuff done inside one file, i have no idea what, but i did however notice the addon had over 300 base-game (unchanged) vanilla anomaly files included for some reason, and one of the important files had hundreds of typo's, formatting issues, which i suspect would have broken a lot of the addon.
All i've done is fix and clean the addon and now re-uploading.
Credit to the original author. Legionner.
I can remove it if they ask, but i can't see why they would.
I can try to support this, but it may be somewhat limited. I don't actually really, truly know what the addon does beyond what it claims, but even then i've not really tested it. It seems to be something related to how AI behaves, but i would consider it experimental. Use at your own risk.
Consider this perhaps more of a modders resource?
Read more about the addon's intended features here:
(Copy/pasted from the authors addon page)
Life across the zone without restrictions for groups. (!!!For free play only.!!!)
Life across the zone without restrictions for groups. Groups will begin to occupy points that previously did not occupy, but there is no complete war of factions.
- Stalkers go from camp to camp fight along the way.
- Animals do not sit either. They also walks from camp to camp.
- The distance of life is increased from 750 to 2000 meters
- Increased the number of corpses from 5 to 15, cleans after 180,000 seconds or if more than 15 dead
Cordon: left Bandits, Stalkers, Military.
Мarsh: Clear Sky, Renegades, Military
Agroprom: Military, Stalkers, Bandits, Clear Sky, Mercenaries (sometimes attacked by Agroprom)
Garbage: Stalkers, Bandits, Duty (Pass to Bar, Pass to Dark Valley)
Dark Valley: Bandits (Do not leave the base empty, I will watch), Duty, Military (Guard the lab), Stalkers, Freedom.
Test and observation:
Jupiter: All groups, except for the Clear Sky. Added Freedom spawn (absent in general)
Zaton: Removed Sin, Added points of interest for mercenaries
The mod was tested with the A-life setting:
Mutants: 1
Stalkers: 0.75
New game: Not required
This is just a 'cleaned and fixed' version of 'The Living Zone'
I didn't make this, i just fixed what was broken due to typo's and formatting, and re-added but commented out the removed lines, so someone might one day be able to understand what it truly does.
Enjoy.
Report any issues and i can poke around it, but for the most part i'd say it's a bit experimental, i dont really understand fully what it does beyond trying to simulate or make factions travel between paths through maps using different paths than they normally would.
If you end up using it and find anything out about it feel free to report back and share with others.
Commendable! But the Addon borders on the appearance of stalkers, as on Cordon, you already know in advance that you should not expect unexpected meetings with the Monolith or with Mercenaries, Duty, etc. It seems to be more logical, but the Zone becomes more predictable and therefore less interesting in terms of gameplay. I understand that I will have to turn on the Full A-life simulation? Who starts to slow down, find the file "alife.ltx" and change the parameter "switch_distance = 2000" to 1000.
Yes good point about the switch distance. I left it as the author put it, as i guess it's his original intention, and while i believe it's better left at default switch distance for anomaly (750 i believe?), its really just a copy/paste of the original addon, so i just left it for now.
Recommended to change the switch distance though if you guys have slow-downs, for sure it affects performance.
С сюжетом не совместим ?
Life across the zone without restrictions for groups. (!!!For free play only.!!!)
Судя по этому, нет
I have been using it in story mode with about 180 other mods. It’s loaded last and doesn’t conflict with anything. What’s the problem with using it in story mode?
nothing will brake it just won't work. why? I dunno
mod affects quest locations and characters.
Feel free to change my mod if you want.
I especially recommend installing in addition to my mod:
[1.5.1] Smart Terrain Spawns Bugfix
- if the simulation distance is very large, move the flag in the settings and it will reset the mod settings from 2000 meters to the one you set.
- from vanilla files were left for the future.
- the initial locations were cleaned from the Monolith, mercenaries, etc., because: "I'm an artist, I see it that way."
Due to the fact that Russia attacked my country (Ukraine), I stopped working with the mod.
Hey! The man himself!
Good to hear from you and to see you around still.
Also thanks for the recommendation, i am sure some will benefit from this!
Greetings, could you explain to me exactly how the "ALife Switch Distance" works, so I can configure it myself, since I usually have a lot of jerks while I play, and I would like to find a balance for my Potato
If there are jerks, you need to reduce the Switch Distance values. In vanilla, the maximum is 750, and in the mod it costs 2000. In the game settings, set the A-life distance to less than 750 and save the settings
Its Free play only?Can i play story mod with this addon?
Dead CIty has only none to two merc squads occupying the sport center. That's why when mutants attack when used with Dynamic Nocturnal Mutants, most of the squad just die there
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Zombies in the exo at the cordon.. WHY?
This has stopped working sadly for 1.5.2 the script stops working :(
How did you know it? The game starts with the mod.