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

Factions which are neutral to ecologists value relation with them. They will cease fire being around the bunker, which is now a neutral zone. Also adds neutral zones in Bar (for Duty) and Yanov station (for Freedom)

Preview
Neutral Zone (upd. 3)
Post comment Comments  (0 - 50 of 53)
freedomguyz
freedomguyz - - 2 comments

''QoL'' immersion

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LordLegion28
LordLegion28 - - 35 comments

nice mod any way to make rostok a neutral zone as well

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Larrylangosta
Larrylangosta - - 364 comments

Moddb.com This addon does something about that

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LordLegion28
LordLegion28 - - 35 comments

thanks exactly what i needed

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Larrylangosta
Larrylangosta - - 364 comments

peace my brother :D

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party_50 Author
party_50 - - 184 comments

Yeah I though about this, but neutral Rostok / Yanov is more questionable feature. All factions are interested in cooperation with ecologists, and eco-s are interested in their territory be safe from shootouts. But why should Duty allow Freedom members or mercs on their territory? That is more logical in the way it is

Upd. uh yes, specifically for Military it makes sense. Good there is addon already :D

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Larrylangosta
Larrylangosta - - 364 comments

It would be crazy to see members of Freedom in the territory of Duty, it's enough to know that they are neighbors (Lore things) x,D

edit: good addon by the way, 10/10

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oozish
oozish - - 321 comments

Do you think this mod would mess up anything if it were installed over the re:done series?

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party_50 Author
party_50 - - 184 comments

Didn't check, but I guess there shouldn't be any problems

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Vebic
Vebic - - 41 comments

Im currently using the non updated version of this mod with redone and i have no issues.
I don't imagine the updated/current version will break anything either. It should be safe/work fine together

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Rexar785
Rexar785 - - 60 comments

Very nice

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Guest
Guest - - 691,076 comments

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justsilverguy
justsilverguy - - 88 comments

So basically this mod returns the smart terrain logic from Call of Pripyat in the Skadovsk and Yanov station area? Not really special but a good mod. I looked at the scripts and it shows that it's very customizable and can be added to every level. I might include this mod in my own level if I am going to include a neutral zone after all or make a patch for it.

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khalmika
khalmika - - 169 comments

I never knew I needed this until now! Thanks a lot <3

Would it be possible to make it also in the yanov station?

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party_50 Author
party_50 - - 184 comments

I just realized that, basically, all faction bases should be neutral territory for those who are neutral to the faction. So that mercs may visit Yanov and military is safe in Rostok.

That is not as obvious as science neutral territory, but also makes sense. I think that should be configured via MCM, I will probably do it in next update

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Ryan_Gosling2411
Ryan_Gosling2411 - - 111 comments

it will be cool if, in case of violation of the rules, there will be audio accompaniment as in the original trilogy. Doors with a certain soundtrack will close at the Yanov station and in the bunkers of scientists. Very atmospheric!
The author is respected!

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justsilverguy
justsilverguy - - 88 comments

Yes it is possible. Since yanov station and skadovsk was a neutral zone in Call of Pripyat.

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Colombo2022
Colombo2022 - - 305 comments

That's cool, that's what we need! Thank you author! 10/10

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VodoXleb
VodoXleb - - 176 comments

If you enter arena, everyone becomes hostile even if neutrality enabled

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party_50 Author
party_50 - - 184 comments

Fixed

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Ryan_Gosling2411
Ryan_Gosling2411 - - 111 comments

NICE!

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Mumuskeh
Mumuskeh - - 96 comments

So many good mods appearing as of lately or it is just me ?

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jhanselperez
jhanselperez - - 2 comments

Does this work with warfare mode?

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party_50 Author
party_50 - - 184 comments

Hm, I think no, because this addon implies base owner factions are static. So if you play as Freedom and clear Duty base, Bar will still be duty-friendly

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MacMellon
MacMellon - - 13 comments

Does Bar radius extend to the blockade ? Cause it will not be usefull if Duty keep shooting me

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party_50 Author
party_50 - - 184 comments

The neutral zone in Bar begins approximately 10 meters in front of the outposts

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StupidTrooper
StupidTrooper - - 20 comments

Would be cool to have the mercs at the waste station in Zaton warn you to not come closer like it was in CoP. Or maybe it was at the substation workshops, it's been a while since I played that game.

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SilverBlack78
SilverBlack78 - - 1,911 comments

Can I go to the bar as a Merc?

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party_50 Author
party_50 - - 184 comments

No

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Buzina
Buzina - - 5 comments

can I install it on version 1.5.1?

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party_50 Author
party_50 - - 184 comments

I didn't test, you can try

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Ryan_Gosling2411
Ryan_Gosling2411 - - 111 comments

How can I make sure that the notification about the neutral zone always appears when approaching it, and not just once?

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party_50 Author
party_50 - - 184 comments

Requires some script editing. I just don't see a reason why this message should appear more than once :)

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Ryan_Gosling2411
Ryan_Gosling2411 - - 111 comments

please tell me which line and file to correct? I really want to :)

+ Atmosphere

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Ryan_Gosling2411
Ryan_Gosling2411 - - 111 comments

function save_state(m_data)
m_data.neutral_zone_warning_sent = warning_sent
m_data.neutral_zone_crime_timer = crime_timer

its here?

UPD/
It worked!

If someone wants to do the same, it is necessary to remove the lines from z_neutral_zone.script, which I will indicate below
----
function save_state(m_data)
m_data.neutral_zone_warning_sent = warning_sent - (DELETE IT)
m_data.neutral_zone_crime_timer = crime_timer
end

function load_state(m_data)
warning_sent = type(m_data.neutral_zone_warning_sent) == "table" and m_data.neutral_zone_warning_sent or {} - (DELETE IT)
crime_timer = type(m_data.neutral_zone_crime_timer) == "table" and m_data.neutral_zone_crime_timer or {}
end

You don't need to touch anything else.
I was glad to help those who needed it

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Guest
Guest - - 691,076 comments

Yep, you can delete line "m_data.neutral_zone_warning_sent = ...", in this case after save loading the warning sent "memory" will be wiped

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Ryan_Gosling2411
Ryan_Gosling2411 - - 111 comments

Do I understand correctly that being an ordinary Stalker, if I shoot into the air while on the territory of the Bar, nothing will happen and no fire will be opened on me.

And if I do the same as a military man, only then will I be considered an enemy?

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party_50 Author
party_50 - - 184 comments

You can shoot in the air as much as you want, both as military or stalker. Gavrilenko only warns about use of weapons against other stalkers :)

I think it's not a good idea to punish player for shooting within neutral area, because player may target for mutants or enemies at distance, which certainly shouldn't be prohibited

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Ryan_Gosling2411
Ryan_Gosling2411 - - 111 comments

understood, thanks for the clarification.
Check out the comment below, what do you think?)))

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Ryan_Gosling2411
Ryan_Gosling2411 - - 111 comments

To solve the problem with shooting mutants, you can simply reduce the range of the function.

Although I agree it sounds complicated haha

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Ryan_Gosling2411
Ryan_Gosling2411 - - 111 comments

I tried it works only this way, with neutral NPCs or also hostile ones, but from another faction they won't touch you

Let's say I shot a stalker while being a military man in a bar, while all the NPCs of the Stalker faction in this location become hostile, while the NPCs from the Clear Sky remain calm.

It would be great if the author made it so that you couldn't shoot at all in these territories, even in the air, which is why all hostile NPCs would immediately attack you.

Ideally, it would be cool if all factions in such zones, even those initially neutral to the player's faction, became enemies. For example, as in the Shadow of Chernobyl, in the same place, if you just shoot, the marked one would become an enemy for everyone, a gramophone would scream, and so on.

In its current form, even based on the warning, it looks strange.

The author think about this idea, I think it would be logical and most atmospheric!
thanks for the addon

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party_50 Author
party_50 - - 184 comments

At the moment if you shoot at any stalker on neutral territory, all npcs which are enemy to you become hostile. So if you shoot loner in Bar as military, Clear Sky is going to attack you

As I remember in SoC you could shoot in the air without any warnings as well. I will think about that, but again, there are cases when such logic would ruin both gameplay and immersion if implemented simply by making everyone hostile when you open fire. This is a pretty significant restriction which is not so transparent, so this kind of logic must be applied very carefully

Talking about other ideas I read above (like warning megaphone and bunker doors close), I like them, though it means much more customization in addon implementation and possible conflicts with re:done or other addons.

The addon in its current state is conflict free and allows player to role-play nicely, punishing him for most obvious crime - attacking neutrals. Maybe I will implement customization someday as expansion / extra addon or something

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Ryan_Gosling2411
Ryan_Gosling2411 - - 111 comments

At the Yanov station and at the bunker the warning is not played, is this how it should be?

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party_50 Author
party_50 - - 184 comments

This is how it should be

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Ryan_Gosling2411
Ryan_Gosling2411 - - 111 comments

how can I add?

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party_50 Author
party_50 - - 184 comments

Just open the script and find neutral zone presets, for example this is Yantar:

level_name = "l08_yantar",
smart_name = "yan_smart_terrain_6_4",
radius = 100,
faction = "ecolog",
cooldown = 8,
warn = true,
warn_sender = "yan_stalker_sakharov",
warn_text = "st_yan_sakharov_neutral_zone_warning"

Here warn_* fields are for warning. You may just copy it and paste to other presets. Also don't forget to add comma after "cooldown = 8" line if you do that

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Guest
Guest - - 691,076 comments

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Ryan_Gosling2411
Ryan_Gosling2411 - - 111 comments

can I change the sender?

Can you tell me how to put Loki and Herman in there?

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party_50 Author
party_50 - - 184 comments

To find NPC name find it in game, aim at NPC, open debug menu (F7) and press F. There will be field "Section: ..." (yan_stalker_sakharov for example) - that's the section you need

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Ryan_Gosling2411
Ryan_Gosling2411 - - 111 comments

upd/ its not work(((

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